Posts

Sprint 6 Overview

Image
  There were no major issues during this sprint, and we had recovered fully from any problems that we found during Sprint 5. This was my lowest point completion I had done so far on the project, but still more then enough to satisfy 2 weeks worth of work. I had a large presentation to conduct, which to the vast majority of my free time. When it came to Sprint 6, I decided to simply do a normal amount of work, so I could contribute my time to other academic projects All the cards I did were for texturing, with the majority of them regarding houses. The house model was a bit more suburban like in design, compared to the previous residential structures we have completed. I did have a minor setback when starting to actual texture the houses though once the models had been sent to me. There was multiple UV shells stacking over each other. This was on a flat wall, so I could hide it somewhat easily, but, it also meant that I could not do any bakes on the model. As the AO map and others w...

Sprint 5 Overview

Image
Sprint 5 has wrapped up! and it has certainly been the most wild of our sprints so far. There was some rather significant issues that popped up, which we only caught within 2 days of the sprint ending, so the majority of my time was actually spent doing damage control and fixing the problem that appeared. Ill go into further detail of what the entails, but even with that large issue, I was able to get some textures done. I was unfortunately sick twice during this sprint, and likewise missed half of our meetings, but I was still communicating and updating by group on a daily basis.  The first thing I started to work on was texturing the modular ground tiles. These were actually not made by modelers, and instead by our head programmer and game designer. They are sized specifically in a way to create the terrain in our game. Currently the terrain is simply made of colored cubes. These are actually labeled and coded in a way that they can all be automatically switched over to these new...

Sprint 4 Overview

Image
 Sprint 4 has officially concluded, and I am quite happy with the amount of work that both myself, and my group, were able to complete. Besides redoing a few basic models from others when issues arose, all of the work I did for the sprint was exclusively texturing and UVing. The "Small Bridge" was one of the first things I tackled, and turned out well. The reference I was given indicated it was quite old, and the copper had begun to take on a nice green patina, so I tried to resemble that appearance as much as I could As usual, all of our models are insanely low poly, so I tried to work with normal maps as much as possible to add more depth. In the bridge's case, this was adding ornamental and structural supports on the side, as well as bolts. I baked and textured the universal tire which I had modeled during Sprint 3. This will be used all wheeled vehicles, so it was important that the poly count was beyond low. Even from a distance you will clearly be able to tell its n...

Sprint 3 Overview

Image
 Sprint 3 has concluded, and It's been rather interesting to say the least. I finished a whopping 34 points this sprint, with none them really feeling inflated either. The firehouse was the first building I textured. Part of my assigned work was to make a alternate version of every building, for how it looks after a earthquake. After this, I worked on the modular apartment buildings, which entails a concrete, brick, and cement varient. The vast majority of my work was regarding texturing, with these 3 modular apartment buildings, and their damaged variants, making up the bulk of it. Each building had one base component, three mid levels, and a roof. Each piece having 2 separate textures for their normal and damaged variant; totaling 10 textures per modular buildings. I later optimized them so each modular building used one UV, with the damaged variant being another, so in total their were 6 UVs for the 3 modular apartment buildings. Due to the distance the player might be seeing th...