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Showing posts from February, 2024

Sprint 2 Overview

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 The majority of my work this sprint is actually preparation for significantly more work in Sprint 3. It's been decided that I am going to be the main texture artist of the group, so the other modelers can just focus on pumping out more content, then send it over to me for texturing and exporting. The issue being, that we only just initially started the larger and more complex models, meaning there is currently not a ton of work for me to actually texture. Because of, I've been tasked with preparing the materials that will be used in a lot of these up and coming models; creating a ton of new dynamic smart materials. This way I could get ahead on work without needing to care about UV maps, or even seeing the final look of a model. The first smart material I created was a generic concrete one, most likely to be used in building and other infrastructure: All the materials are designed in 2k, as that's the highest quality level we are expected to export texture maps in. That be...

Sprint 1 Overview

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 Let start off with a super brief overview, as this project differs from that of a traditional 495 game. I was assigned to work on a educational earthquake game, which focuses heavily on disaster relief and mitigation of loss of life and infrastructure due to aftershocks. This has the potential to turn into a government funded project, and our requirements for this class were also modified. We only needed to have a prototype to show off at the end of the year, instead of a fully finished game. After the designer and producer contacted the USGS, we had to change our design document. Likewise we had a solid week of preproduction, with traditional sprints not starting until the 2nd week. I was chosen to be one of the four 3D artists on this project. What I primarily did was model and texture over this sprint, but its highly likely I will be shifted to being the full time texture artist. I started prototyping how these could potentially work, and I ended up making a fitting on both end...