This
week has been an incredibly productive week, especially as it is the penultimate
week before the DMU deadline for our Off
the Map project.
Dan
has been working well this week, endeavouring to get Alice, polished and ready
for the hand-in. This week Dan worked on re-topology the Alice mesh. This is the
process of getting the high poly information ‘down rezzed’ in order to become game
worthy. This is because very high poly assets in engine, may cause drops in
frame rate and unnecessary crashes. Throughout the process, Dan used 3D coat,
in order to complete this task. Of course, the process of re-topologizing is an
arduous task, however this is only as he needed to focus to get it just right.
When
the process was complete, we had a game-ready Alice model. She was 17,000
triangles and had 3 texture sheets for her body, hair and clothing. Using 3D
coat made the process of unwrapping easier for Dan. Granted, he still had to
make a few tweaks in 3ds Max, nonetheless the majority of the work was already
complete. Following this process, Dan then baked the high poly information onto
the low poly mesh, using the X normal software.
He
ran into an issue, as the fingers were so small in comparison to the rest of
the body it caused some clipping issues when baking. Yet, after reducing the
cage size, Dan was able to resolve the issue. The textures were originally 4k
sized, however they were scaled down to be fit for game. Now we have a real and
believable Alice model, who looks adorable. We all thank Dan has done an excellent job, thank you very much!
Braden
has also been busy this week. Even though he had complted all the tasks asked
of him by the team i.e. texturing assets and UI work, this week he devoted
himself to populating the level with assets and helping others with texturing.
He
endeavoured to get the level polished by placing assets where appropriate. In
addition he was able to improve the lighting in our level and get a ‘zoom-in’
camera mode working, in the level.
Afterwards
Braden textured Luke’s frog and dragonfly. We feel that Braden did a fantastic
job with these textures. The textures for these assets adhere to the style of
our level, whilst the moistness of the frog’s skin gives it that touch or realism.
All of which look whimsical, when placed in the level.
Luke
decided to devote this week and next to completing his texturing and engine
effects. The ‘spawn’ in his falling leaf particle effect wasn't working and it
certainly needed a look into.
Over
the Easter break, Luke worked hard to get the falling movement looking better. Since the level
update to unreal engine 4.7, Luke has been able to import his particle effect into
the level and they look fantastic! With the help of the timetables, Luke is now
clear of what he hast to complete between now and the final hand in. He is
working hard and we are proud of his progress.
Amber
and Freddy worked hard together to complete the textures. With the materials imported
we are really getting the level to come together. More importantly, with their
hard work, we are now beginning to see the level resemble the original concept
very well.
Even
when Amber was working with Freddy, she was able to work with Braden to polish
our level as much as possible.
This
week was a productive week for Denzil as he endeavoured to finish all his work,
starting with the Cheshire cat that he had been working on before the Easter
break. After polishing this mesh he sent it off to Freddy to be textured.
Once
this was completed, he moved onto working on the dancing mushroom that was yet
to be completed for the level. Fir this, Denzil took inspiration from toadstools,
referring to them as often as he could.
It
was an enjoyable experience top create the mushroom as he had as much creative freedom
as possible. He sculpted the dancing mushroom and when this was created top his
liking, he began to polypaint the mesh. He enjoyed the process however he needs
to work on his polypainting skills in Zbrush as some areas of the dancing mushroom
look slightly patchy.
When
this process was completed, he received feedback from Freddy. He made the
necessary alterations and when he got the approval from the team, he baked the
mushroom textures using X-normal. Voila! We now have a beautiful mushroom.
Following
on, Denzil unwrapped and textured the mine cart; completing all the tasks that
were requested of him for the team.
He
played around in engine afterwards and was able to create this fantastic water
caustics effect, taking inspiration from the ‘Elements cave’ level by Epic games.
Now
Denzil is helping the team in any way that he can, this includes texturing assets
for the deadline.
So
there you have it, our week, quite productive eh! We should be comfortable for
the DMU deadline However, we have one week left, so it’s all hands on deck.
Nevertheless, by the way things are going, we know that the level will look
spectacular when it is complete. Can’t wait!
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