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The Portal

DATA ENTRY: PORTAL is a senior capstone project at WSU, created by a team of 80 students in two separte graduating class and guided by Rob Swigart (writer of sci-fi novel, Portal), who was involved in every aspect. This innovative VR experience transforms the classic game into an immersive 3D environment, featuring interactive puzzles and an evolving AI companion, HOMER.


Date

Dec 2023

Role

Technical Artist + 3D Modeler + VFX


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H.O.M.E.R concept art
Concept Art by Gabrielle Griffin

Building Homer

In this VR environment, set in the far future where humans have disappeared, H.O.M.E.R. serves as the lead character and humanoid AI guide for the player. Collaborating with concept artists and writer Rob Swigart, I played a key role as the cloth expert and animator, bringing H.O.M.E.R. to life.

Homer in Blender
Optimizing MetaHuman animations from Mixamo for seamless integration with Marvelous Designer's cloth simulation capabilities.



Starting with MetaHuman, we crafted his design and attire to match the game's aesthetic. I then exported the model from Unreal Engine and refined the animations from Mixamo in Blender. Using Marvelous Designer, I animated his garments with realistic movement, adding depth and immersion to this abandoned, futuristic world.

Homer in Marvelous Designer
Garment designed in Marvelous Designer, enhanced by applying MetaHuman animation to the fabric.

Homer comes to life

Bringing H.O.M.E.R. to life in Unreal Engine began with a deconstructed MetaHuman, which was then customized in Blender to align with Mixamo animations. The final step involved simulating the clothing dynamics in Marvelous Designer, adding realism and fluidity to the character's movements.





Texture Garment

Hand Control

In addition to my other responsibilities, I collaborated as a 3D modeler within our team, focusing on the design of the player's hand, which serves as the controller in the VR environment. Working closely with my teammates, I engaged in detailed modeling, texturing, and rigging to ensure the hand's functionality and responsiveness, contributing to a cohesive and immersive experience within the VR setting.



Modeling + Rigging in Maya
Modeling + Rigging in Maya.
Textured in Substance + Rendered with Renderman
Rendered version of players glove

Visual Appeal

As the Technical Artist on the project, I was responsible for enhancing the 2D animation team's cut scenes with VFX to create a more dynamic storytelling experience. Utilizing Houdini, I developed particle simulations for various scenes, effectively bringing the game's narrative to life. (play video below)



Particle Simulation in Houdini
2D Illustration + Animation by Ace Palisson