Eric Meteorite

Showreel & Information

About Me

Intro.

+ Bachelor of IT, Monash University

+ Major: Games Development

+ Has a strong passion for game or videos rendering

+ Loves game development, is passionate about code and games, has a strong thirst for knowledge, and likes to learn a variety of interesting and useful technologies

+ Love art scenes and music with a sense of atmosphere and story, and will pay attention to real-time hot spots in the gaming circle/ACGN circle

+ Treat people sincerely, have an optimistic personality, be calm and responsible, participate in teamwork, be serious and responsible, be good at communication, have strong execution ability and be able to withstand pressure

+ Have good independent search skills, be able to discover more channels for obtaining information, and enjoy independent acquisition of knowledge

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+ Software skills: Can use UE, Unity, Maya, Blender, SP, PS to develop full-process projects; can use World Creator to create terrain; can use Zbrush for simple sculpting, and can use SD to create simple procedural materials; can use Git and SVN Collaborative development process; understand MD clothing production and Houdini.

+ Programming language: Can use C++ to write the UE mechanism, modify some source codes, use HLSL to write UE materials, modify the UE rendering pipeline, and use Shaderlab/HLSL to write Unity Shader; understand GLSL; understand the basic syntax and usage of Python ; Can use HTML+CSS+JS to develop small programs and front-end websites, and understand PHP.

+ AI: Can use Stable Diffusion combined with Checkpoint+Lora for AI creation; Understand GAN; Familiar with Linux systems and servers, and can use GPT robots on servers.

+ Language ability: IELTS 6.0, able to communicate fluently in English overseas, and able to read English literature.

Maya Proficient in making hard surface models
Unreal Engine Mainly focuses on rendering pipeline, can use UE to develop full-process demos
Unity Mainly focuses on Toon rendering, can use Unity to develop full-process demos
Blender Mainly focuses on hard surface models and render scenes
Substance PainterMake materials proficiently, Can be combined with UE/Unity to create demo
World CreatorFamiliar with most functions and able to create large world terrains
Substance DesignerCan make simple procedural materials and currently learning
Photoshop Familiar with most functions and can assist in drawing textures
ZBrush Familiar with some functions and can easily carve high-mold models
Houdini Understanding Houdini, currently learning
C++ Can modify some UE source codes, familiar with data structure algorithms
HLSL Can modify UE part of ush/usf, write UE Custom Node, and write Unity URP Shader
Shader Lab Familiar with most of the syntax and can write Unity Shader
Python Familiar with data structure algorithms and can do simple Python program development
JavaScript Can write website scripts and small program front-end logic
HTML5 + CSS Can write front-end pages for websites and small programs
PHP Familiar with some syntax and understand back-end development

Interested in

Still Hard Working...

Technologies

Unity/Unreal Engine development, Graphics development

Art

Scene Direction/Rendering Direction

Web development

Front-end design, including web page, Web App and small program development, etc.

Blender Works

Blender Scene Rendering

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Splatoon Indoor Scene

Blender/PS/Substance Painter

Part of it uses Internet assets, part of the model is made by Blender, and some of the textures are made using Substance Painter and PS.

Rendering with Cycles.

Author: Eric Meteorite

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Fantasy Inn

Blender/PS/Substance Painter

Part of the model was made with Blender, and some textures were made using Substance Painter and PS.

Rendering with Cycles.

Author: Eric Meteorite

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Sci-fi Wasteland Slums

Blender/Substance Painter/PS

Some models are made using Blender, some are from the Internet; some textures are made using PS/SP, and some textures are from Internet pictures.

Rendering with Eevee.

Author: Eric Meteorite

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Sci-fi Building

Blender/Substance Painter/PS

Use Blender to make the model, some textures are made using PS/SP, and some textures are from Internet pictures.

Rendering with Eevee.

Author: Eric Meteorite

Unreal Engine Works

Unreal Engine

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Forest and ancient temple

Maya/UE5/Substance Painter/Megascan

Landscape automatic terrain material + realistic PBR material + vegetation material DTAA + God light + Post-Processing

Author: Eric Meteorite

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Custom UE5

UE5 Toon Pipeline

Add R32 G32 B32 A32 ToonBuffer Add custom Toon Material Property: Toon Data A, Toon Data B

Toon Buffer (Toon Data A + Toon Data B) R: Multiple light source parameters, highlight color G: GI parameters B: Highlight parameters, edge light parameters, custom data A: Edge light parameters

An additional CustomData of R8 G8 B8 A8 is used to control the main light, shadow and related parameters. Use custom GI parameters and LumenGI to perform Lerp to weaken the realism of indirect lighting

Author: Eric Meteorite

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Stylized Seaside Station

Maya/UE5/Substance Painter

Unreal Engine Rendering Gerstner Wave Water + Substance Painter Stylized Material + Interior Cloud + Post Processing(Kuwahara Filter, Blur, UnSharp Masking), etc. Model assets are mostly derived from the Internet

Author: Eric Meteorite

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Dream core hotel style Demo

Full-process development

Model + Material + Rendering + Mechanism

Author: Eric Meteorite

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UE-AI

Genetic Evolution + Reynold Model Boid Behavior

Based on the genetic evolution algorithm + Reynolds Model Boid Behavior algorithm, the cluster game relationship between the Private (pirate ship - predator) and Harvester (collector ship - prey) groups in a random asteroid group is simulated. You can customize genotypes, use Fitness Value as a benchmark, and retain high-quality individuals and produce offspring through genetic crossover and mutation.

Rules:

Random N=5 asteroid groups in space

Harvester team up to collect asteroid resources

Pirate captures Harvester

Pirate stops for 5 seconds after catching Harvester

Ships will be destroyed if they collide or hit the boundary of space

Author: Eric Meteorite

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UE-Other Effect

Interior Material

Capture Cube Map and Capture internal objects get the specified texture

Camera Vector world space to tangent space to create parallax effect

Internal content of DTAA+Ray Marching production space

Author: Eric Meteorite

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UE-Other Effect

Volumetric Fog(PC)

Based on UE Volumetric Fog (Parallel density function + Lighting calculation, Compute Shader Single Ray Marching), using Beers Law + Volume Texture If want to port the mobile version, need to modify the rendering pipeline.

Author: Eric Meteorite

Unity Works

Unity

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Toon Render

Unity URP/Substance Painter

Bloom+Emission+Ramp+custom ShadowMask+self-modified map+SDF/screen space face shadow+screen space RimLight+BackFaceOutline+RenderFeature bangs shadow+Color Grading.

Use URP

Author: Eric Meteorite

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VR immersive scene (stylized scene production)

Maya/Unity/PS/Substance Painter

Use Maya to create scene objects, PS/Substance Painter to draw texture maps, and use XR Plugin Management for VR development.

Use URP

Author: Eric Meteorite

Web Works

Related Web Development and Interaction Design

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Code Duplicate Check-WeChat Mini Program

WeChat Developer Tools, wxml+wxss+js, WeUI, PHP

Use the Stanford MOSS system interface to connect with my own Web server, and use PHP in the background to implement payment interfaces, obtain WeChat openid and other functions

The front end of WeChat mini program calls API to connect with my own server, and uses wxml+wxss+js for mini program interface interaction design and function design.

Author: Eric Meteorite

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ACG Avatar Generator-WeChat Mini Program

WeChat Developer Tools, wxml+wxss+js

A relatively basic WeChat applet design, connecting the face generator website with the WeChat applet, and designing interface interaction and functions through wxml+wxss+js

Author: Eric Meteorite

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Web App-Map planning survey web page

HTML+CSS+JS

Use Google Maps API as the map interface, and use HTML+CSS+JS for page design and function development.

You can set punctuation points on the map, connect multiple punctuation points, and calculate the area and length of the connected punctuation points.

Author: Eric Meteorite

SHOWREEL

Technical Artist Showreel

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Showreel Video

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Showreel video link bilibili

Author: Eric Meteorite

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