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Side Projects

Some projects I have been using to test new features and while assisting other developers with their projects 

When unreal updated their metahuman system I wanted to try their new animation from video and audio system so i fed it a file and got a very usable animation. Another change added was the simplification of the custom metahuman pipeline so with minimal effort its possible to export the mesh of a metahuman and brig it into a 3d program of your choice for modeling and re-texturing. Here i simply used blenders sculpting tools to make some changes on the face. If done right the rig should still work properly and the animation library you might have wont need to be tweaked. 

Simple roach fx made for a friends game project. Super basic material with a png texture of a roach and an emitter that could only emit to the x,y and not the z coordinates making them look like they were crawling along the floor.

Small Fantasy scene Environmental Art test I made to show an example of some of the work I'd done on projects past. Mesh's are from a few mega scan packs and a rubble asset pack. Fog and rain are effects I made for a friends project I repurposed alongside some shader work.

Exploring scoped weapons I spent a few days working out a render target scope that can be added to any scoped weapon or binoculars. Its not the most performant but it does allow for actual magnification in a scene. Once its set up correctly in a blueprint you can just swap the scope mesh out for quick changes. 

For a week I spent time messing with the new 5.7 demo and I made a scene using some of the new tech that was made available. The shaders, lighting, decals are a part of my side projects and some work done to test out functionality and the hard surface assets are a mix of free public assets and free FAB assets with some in editor modeling on my part. Far from being done I have plans on making it a fully animated and playable scene just to have fun. Screens are providing all of the scenes lighting with no outside sources making use of megalights and emissive shaders and reflective materials to get accurate bounce lighting and reflections.
 

An FOV change aiming system made to experiment the cost vs render targets. fairly simple and effective and easy to get working on different character blueprints with different attachments and weapons. 

FOV Aim test.gif
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©2025 by Alex Serrano

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