Sprint 6 Overview
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 would quickly reveal the issues of the overlaying shells. Because of this the house does not utilize a bake, as the high poly also had this issue. This was also modeled during the stage when we were cutting down on tris even more then we usually did, so each wall was pretty much just two triangles.
This was a issue as it meant I could not use the edges or existing geometry (since there was so little) to carve out details like windows or doors. The lack of being able to bake the model also amplified the issue. I could still texture everything of course, but I had to draw the windows, door, and supports by hand; which in my opinion caused them to appear a bit lacking compared to some of my previous work.
There were 3 separate variants asked from me regarding the house textures. These are also the same variants used in the apartments; Wood, Brick, and Concrete. Besides the colors and materials, I also changed the normal map details across the models, to give them different look facades. These will be some of the most duplicated models in our game, so it was important there was variation between them, while at the same time not looking too "unique", as it those details being duplicated will further bring attention to the fact all of them are really just being copy and pasted everywhere.
I was initially mixed on the wood variant. I was not sure how to color it initially as it really could of been anything on the pastel spectrum, or even a more saturated color. So I left it raw and asked for the producers perspective. They wanted a white/pastel, so that's what I recolored the model as. The roof does not change color, as SF houses do quite universally have dark or grey tiles roofs
The first one is tan adobe like material, that also uses square lighting and grey sealant material for the roof. I heavily utilized normal maps to add in things like the lights, but also create the illusion of corrugated steel used in the garage door.
The most important part of texturing this was by far was getting the color right. The Golden Gate uses "International Orange", but its a bit more complicated then simply grabbing the hex code of that color and creating a base layer. Because we are utilizing PBR, the color needed to be edited to properly resemble the real world values while in dynamic lighting situations. In terms of detailing, I add some slight levels of soot and peeling, as can be seen on the real bridge. The proportions of the bridge itself of obviously way off as it had to fit within our city limits. This made it very difficult to give it a grand art deco design, as the surface area of the bridge was reduced significantly. I added raised and lower areas in an attempt to replicate it as best I could.
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