Unreal for Real; Day 40 ++ {BluePrints}

In parallel with the visuals research I got down to business with learning about Blueprints. Again, watching something is a very passive way of learning. So I started watching the Pluralsight videos again (Unreal Engine 4 Blueprints Fundamentals) and making notes. Making notes by hand made a huge difference in terms of what actually I

Unreal for Real; Day 27 – Infinity{Emitters}

This week was spent understanding particle emitters using the Pluralsight course. As I watched, I took some printscreens and made some notes in a live Word document. The following emitters were covered: Sprite Emitters GPU Sprite Emitters Mesh Particle Emitters Ribbon Particle Emitters Beam Particle Emitters Anim Trail Particle Emitters Sub UV Particle Systems Optimizing

Sinead Hanlon Graphic Design

Graphic Design Tangent – Unreal Relief Days!

I went off on a tangent this weekend slightly as I am only discovering how cool the iPad is for Apps and also trying to finish a little course I am doing on the side with California Institute of Arts. I thought it would be a good time to learn about graphic design in this

Sinead Hanlon snow FX Unreal Engine

Blockout in Maya for Particle Systems

So for the group animation project we needed to do our blockout as part of the process pipeline – to see what a simplified version of our animation would look like. I was tasked with showing the change in seasons and some dialogue between the main characters, the fairy and the clockbird. I really wanted