This week was the final week before the Easter holiday and
things were certainly heating up: the pressure started to raise as we attempted
to get things completed before the Easter break.
Amber has created a list for the team of work to
consider doing during the Easter break. To our fortune, we have been given a 2 week
extension for the DMU hand-in. However, we do not want to fall into the trap of
‘Student syndrome’ (leaving things till last minute). Thus, we will endeavour
to get as much done as possible.
This week we got a visit from developers at natural motion
and fortunately, Dan was able to get some beneficial feedback about his Alice
model.As you can see, now she has a better shape and silhouette.
New revised Alice |
Braden has taken a small break from working on user
interface; he has now completed texturing all of the assets he was tasked to
do. He is well ahead of his work and his assets match the concept style very
well. He has certainly earned his keep.
Luke has also worked well under pressure. He has continued
to perfect the particle effects in unreal engine. They are beginning to
standout. Here is a short video of his work:
From last week, Denzil has endeavoured with the Cheshire cat.
He has now posed the cat into position. After making a few tweaks and
unwrapping the model, he will soon be ready to transfer the cat to Freddy to be
textured.
Freddy and Amber have certainly pushed hard this week. Under
the pressure, they have been endeavouring to improve the aesthetics of the
level. Were once the level textures looked over used, Freddy and Amber have
developed a technical way to vary the textures in our level. This method allows
our level to avoid obvious texturing patterns. Using a new technique
demonstrated to them by
Braden, Freddy and Amber have created a series of mask
textures for the assets.
To create these masks, they used the RGB channels in
Adobe Photoshop and sectioning the 3 maps into 1 map. This technique can also
be used for roughness, metalness and emissive maps; it is a great way of
optimizing our level. Furthermore, it is a very time efficient method of
texturing.
3 opacity masks on one texture |
Our rock materials (most being instances) |
Material set up in UE4 |
Masked planes shown in level |
With the masks, Freddy and Amber were able to create 3
different materials through material instances. By doing this, it meant only one
parent material needed to import into unreal engine, the children materials are
made through the material instances.
In addition, Amber and Freddy were able do the white rabbit. It is
a simple design, but will look cute when animated. Although, our level still needs
developing. We are glad with the progress that we have made since last week. Here's he latest video of the level:
Of course this wasn't an easy stage to get to, as the
fatigue from working on the project was beginning to settle in. However, we
cannot wait for the final outcome for the level.