A blog by Henry Lockett about CGI, doing up a van and web development, amongst other things. Soon to be living in London.

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New van: VW LT35

Van Conversion09/10/2017

And so it begins... This is the van we'll be doing up an hopefully living in for a while next year.

The Van Plan

Van Conversion11/10/2017

I can't do anything without modelling up a plan in 3D first.

Fixing the roof pt1

Van Conversion05/11/2017

Today I started work on the van... How exciting! Even though it commenced with one of the least glamorous of jobs - cleaning the roof - it was still great.

Fixing the roof pt2

Van Conversion14/11/2017

They said it wouldn't rain. It rained.

Better Mix


Can you feel it?


Van Conversion16/12/2017

Out with the rotten ply floor boards, in with the decking timber.


Insulating the luton box

Van Conversion12/01/2018

I finally got around to starting the insulation - only 2 months behind schedule!

Ceiling Insulation

Van Conversion15/01/2018

With the Luton box insulation finished, I continued working along the ceiling, cutting 50mm polystyrene rectangles to slot in between the batten wood I fixed in place previously.

Floor insulation

Van Conversion22/01/2018

Having finished the ceiling insulation, I decided to do the floor next before I start the walls, the reason being it makes more sense for the wall insulation and cladding to rest on top of the ply lined floor.

Vinyl floor and cladding

Van Conversion01/02/2018

It took all of 5 minutes to lay down the 3m x 2m wood effect vinyl sheet.

Racking Furniture

Van Conversion22/02/2018

I'm no carpenter, so rather than putting together some wobbly wooden structures, I took the easy option and used some lightweight racking.

Leisure Battery & 240V Hookup

Van Conversion27/02/2018

The next job is to install the leisure battery and mains hookup so we have power in the back for lighting and charging.

USB Sockets

Van Conversion07/03/2018

To keep power usage down, USB sockets will provide power for lighting.

Radiator fan ventilation

Van Conversion10/03/2018

I've wired in a car radiator fan to provide ventilation at the front of the van.

That There Mix


Trudge on.

Back Wall

Van Conversion13/03/2018

Started building the back wall.

Stable Door

Van Conversion17/03/2018

I bought an old stable door without measuring the gap first. Foolish.


Van Conversion24/03/2018

Behold, racking transforms into a kitchen before your very eyes.

Preparing to Escape


I'm currently sat on a little sofa next to Laurel, in our van, which is parked on the island of Mosterøy, Norway.

Week 1 Logbook


Mood boards Cinematography Study lighting GDC talks GDC flipped normals transparency First project 2 room map for mobile top down don't have any transparency Think about what to create, do what you like Finish art bible by Friday Blockout wk2 Rewind - VR experiences MA - Assignment1 - Mobile Photoshop New > Check 'Artboards' Alt click drag > new layer Art Bible exercise (Red Sky in the Morning) Started Maya for first time MAYA: Maya units are cm but UE4 uses world units so change grid settings Display > Grid (click white square) If maya crashes and you can't reopen, Documents > maya > [YEAR] << delete this folder and open Maya.

Art Bible Presentation (Week1)


[gallery ids="397,398,399,400,401,402,403,404,405,406"].

Week 1 Retrospective


As a beginner to Maya and UE4, week one has been information overload however Christian will be recapping over topics regularly over the coming weeks.

Week 2 Logbook


Model something every day - Kristian Avigni, 2018 In keeping with this quote I will be modelling something every day.

Concept and Initial Design


My first assignment is to design an area for a level in a game, to be run on a mobile device.

Week 2 Retrospective


We started off the week with a review of our art bibles for the first module project.

Week 3 Logbook


Mesh modelling tutorials Booleans (Intersection and Union) Improving geometry by removing triangles IMPORTANT: Ctrl + Del on Edges to delete vertices as well, otherwise you will be left with floating vertices Target weld to merge vertices and make geometry more efficient Display > Polygons > Custom Polygon Display.

Service - Playable Demo First Test



Modelling Assets


The level will feature a variety of re-usable and some one-off assets. I will be using my experience of modelling in 3D Studio Max combined with recent skills learned in the classroom with Maya to produce some simple, low-polygon assets which keep the level within the 120k triangle limit.

Week 4 Logbook


Unreal materials   Texture Coordinates node: plug this into a texture's UV input to change the amount of tiling.

Week 5 Logbook


Lighting The image shows the basic light setup for a new level. Directional light: Onle angle matters.

Service - HTML5 Level Demo



Module 2 Assignment



Week 7 Logbook


Zbrush Alt + Click on object : select that sub tool   Brush Alt + click drag : opposite effect / different effect (e.

Week 7 Retrospective


Zbrush basics This week I worked on a skull on a table scene, to introduce the most common features of ZBrush.

Week 8 Logbook


A week of baking!

Week 8 Retrospective



Week 9 Logbook


Substance Designer Always set new substance to Relative to Parent Set graph to 256x256 so the SD plugin works in UE4 Always good to create the height map in SD first, then colourise it Press 1 or 3 to toggle node output collapse   https://share.

Week 9 Retrospective


Explored Substance Designer in detail including how to generate Ambient Occlusion outputs from height maps.

Week 10 Logbook


UE4 Materials Ctrl and click node connections to disconnect all and reconnect to something else Heightmaps need to be minimum 0.

Week 10 Retrospective


Dug deeper into Unreal Engine's powerful materials builder, including building materials which can be used in conjunction with vertex painting to create variation over surfaces.

Week 11 Logbook


Speedtree Click branches and hit W to edit that branch Spacebar and click on blank project to create a new trunk.

Week 11 Retrospective




Week 13

Week 13


Introduction to VFX. Riot Games tutorials. http://www. tharlevfx. com/ Choose a VFX area, 1 week study project Afternoon: Presentations Materials Conveyor belt scene Node shortcuts - M click for Multiply, S click for Scalar etc Turn on Live Update and Live Nodes to see what everything's doing Pan and Rotate textures [caption id="attachment_758" align="alignnone" width="800"] Pan across[/caption] [caption id="attachment_759" align="alignnone" width="800"] Rotation Speed[/caption] [caption id="attachment_760" align="alignnone" width="800"] Rotation[/caption] [caption id="attachment_761" align="alignnone" width="800"] Texture properties - Tiling[/caption] [caption id="attachment_762" align="alignnone" width="800"] Tiling a texture[/caption] [caption id="attachment_763" align="alignnone" width="800"] Tom's Useful Common Mats[/caption] [caption id="attachment_765" align="alignnone" width="800"] LERP Explained[/caption] MPC - Useful for creating globals across materials so you can change things across the scene   DustyWindow Iterative process - don't spend loads of time on something only to realise it's shit Material Blend Mode - additive for light as it makes things brighter   [caption id="attachment_768" align="alignnone" width="800"] Depth Fade node for removing clipping lines[/caption] [caption id="attachment_769" align="alignnone" width="800"] Horizontal gradient flipped horizontally[/caption] [caption id="attachment_770" align="alignnone" width="800"] Panning Light Rays[/caption] [caption id="attachment_771" align="alignnone" width="800"] Power node to control contrast of mask[/caption] Custom Depth - Thomas Looman   Emitters Emitter time and particle time - mostly use particle tim Graph Ctrl click to add a point Alt Ctrl click drag to select multiple Spacebar to reset emitter [caption id="attachment_773" align="alignnone" width="800"] Required - Sub UV to select parts of an image as particles (H and V)[/caption] Need to add a Sub UV index node and then Random intrepolation so the emitter selects a random part of the image for the particle.

Week 14

Week 14


Animation Maya Shift click drag to select keyframes on the timeline Animation snapshot - useful for creating arrays of objects along a path You can export a hierarchical mesh to UE4 as a skeletal mesh Animations can be combined into a single timeline and those frames selected (run, jump etc) Sequencer Enter to add a keyframe Materials Object Position node - gets the vec3 of the object it's applied to Constant bias scale node - does the same job as an add and a multiply to adjust the scale of a sine wave (sin x + 1) / 2 https://desmos.

Week 15

Week 15


Maya Script Editor Middle click and drag a line of script to the shelf to add it as a function.

Maya MEL: Create a locator at selected vertices

Maya MEL: Create a locator at selected vertices


// Select the vertices you want a locator at and run this MEL script. . string $vertices[] = `ls -sl -fl`; for($v in $vertices){ float $pos[] = `xform -q -ws -t $v`; string $newLoc[] = `spaceLocator`; setAttr ($newLoc[0]+".

Setting variables of a spawned actor in Unreal Engine

Setting variables of a spawned actor in Unreal Engine


As an example, say you want to spawn a blueprint actor called BP_FIRE_LOG and give it a unique ID number so that it can be referenced in the level.




Welcoming, Spring. Hail to Saint Brigid!   https://blog. henlo. co/wp-content/uploads/2019/02/Imbolc. mp3  .

Week 16

Week 16


Cloth materials in UE nCloth Creating a cached animation FX Select ncloth object > nCache  > Create new cache > nObject Looping Blend shapes: Cache Special Duplicate object with parent refs Cache Again.

Flipbook Maker for Unreal Engine 4

Flipbook Maker for Unreal Engine 4

Unreal Engine07/02/2019

Quickly and simply turn a sequence of image files into a grid for looping, seamless animations, ready for use in Unreal Engine or similar.

Week 17

Week 17


nParticles Particle fill object ncloth passive collider Convert nparticle to polygons Initial state: set for all dynamic Shrink wrap > closest.