woufh
@woufh
26 - Artist - Horror games & movies - Game dev Currently going through the Yakuza games (on 5 right now)
I don't think I ever shared that gif, but I really wanted to get Sadako's stare right, so instead of making a messed up eye (bc I suck at characters), I just did the same trick they did for the movie - pulling down on the eye, removing the eyelashes and filming upside down. fun fact!
I think lighting wise this is one of my favorite shots I've ever done. It sounds silly because it's simple but I love diffuse lighting and the fact we can finally get it to look good in game engines. If I ever got the chance to work on a game that feels like this I could die happy
Would love more games like Dredge and Ez Delivery Co where you just chill and do small jobs in a creepy environment
Credit where credit is due, I played The Coma 3 with VERY LOW expectations and it was a big upgrade over 2B. Not too long, more varied and most importantly, they finally gave up on trying (and failing hard) to be scary and embraced more fun gameplay, which actually fits the story. I liked it!
Just started the Fatal Frame 2 remake and enjoying it so far! I’ve never been a fan of the pretty doll like faces in these games, kinda undermines the horror imo but I’m liking the atmosphere, I’m excited to play it more
Is 3D allowed for #portfolio day? i'm woufh, a 3D/Technical Artist, I love horror games and love posting breakdowns whenever possible to share the process with other artists!
Our trailer was showcased at the Dead by Daylight 10th anniversary event I’M SO EXCITED!!! AND IF YOU BUY THE GAME YOU GET A CUTE LITTLE CHARM IN DBD AAAAAAH
Been playing Umigari and having mixed feelings, I find it very fun BUT everything about it feels super jank and rushed in a way that I didn’t expect from Chilla’s Art. Not a big fan of their switch to UE5 and a realistic artstyle as they’ve been very poorly optimized and don’t look that good imo
Happy #ScreenshotSaturday, have a WIP loop of this lil guy having a nice relaxing walk
In today's episode of trying to make 3D look like 2D animation... (nvm the static background trust the process)
Did a bunch of water effects trying to mimick hand drawn animation with geometry nodes to place droplets and splashes around the wawa.
Thankfully I didn't have to model much outside of a few minor background objects. The knives models were provided by the client and I had to make the textures/materials for them. There's also a knife block I had to make from scratch based on pictures from their websites.
Also here's some small VFX I made for this. My biggest regret was cutting out refraction in the original render, as screen-space had artifacts and ray-traced didn't work with metallic materials & lumen reflections back then.
If you've never seen a 3D Billboard in real-life, here you can see how the illusion breaks when you look at it from the wrong angle. The "S1" cylinder marks the ideal viewing position. The level followed one of the tech fair's floor plan and blueprints to make sure it'd fit in the space.
There was another version of it for a screen with different proportions. I had to rework the entire compositions which was more work than expected haha. To save time, I horizontally mirrored the finished renders, meaning I had to use flipped versions of the logo on the frame and knives lol
3D Billboard I worked on last year just dropped! It's been used at a few tech conventions across 2025-2026. I couldn't find any good quality footage of it online, so all I have is this mockup I made in after effects. Made with UE 5.4, it was a pretty unusual project for me. #3Dart #UnrealEngine
Now you get to see the cute bear. We used a purchased model, I just tweaked his nose, ears and fur patterns to make him cuter. I made him compatible with Apple AR Kit so we could do facial capture for him which was super fun! For the animations we transferred them from another purchased model
Also for optimization I basically faked all of the trees' shadows because the assets were not optimized for VR.
We used forward shading for performance which noticeably removes (Screen Space) Ambient Occlusion, which made all the foliage assets look super flat, so I created some custom material ambient occlusion using distance fields, vertex painting and height based gradients to bring some indirect shadows
Some VFX I made for it. We had a set piece with this clock appearing and showing us the forest turn into a wasteland.
This was actually my first time using PCG since I had to make those huge environments by myself. There was a big focus on making the old growth feel more organic & diverse than replanted/2nd growths to show how replanting isn't enough and still kills biodiversity.
Went to another Unreal NYC meetup, it’s so nice meeting other devs and artists. I’m trying to make an effort to meet other game dev people these days, be it online or irl, it’s so much more fun when you can share that enthusiasm with others
This is another version where it actually reacts to physical lights around the object, though it's quite finicky to get to work with colored objects, I haven't found a great way to separate lighting information from the object's color perfectly