Wednesday, March 30, 2016

The Grass Types - 3/30/2016

Group: The Grass Types
Members: Balee L, Campbell H, Catherine D, Kaitlyn E, Kendall T, Laura T, Sarah H, Taig L
Log line: A subject finds themselves in a utopian biome of super flora, only to discover that things are definitely not as they seem.




Link to the planning folder of our project:

This folder is used for grouping the newly restitched models and the final shaded ones. The folder also contains an updated asset list to show the progress during the week and keep track of what group members are working on what models.


Overview of the week:
We have finished our preparatory conceptual work and Kendall has begun working on title design for the final project. Sarah and Kaitlyn are making 2-3 “special” models for the environment. Once these are completed they will be working on applying the shaders to the models in the final environment. Laura, is working the VR environment and Campbell is testing to see if the Oculus Rift will work with our project. Balee is working on creating the shaders for the models. Catherine is working through unwrapping the UV’s and trying to resew them properly. The progress of these can be viewed in the asset list. Taig is making progress on more sound design.

We have also started a naming list which will continue to be updated as new ideas form.


As a group we have currently been trying to work out a couple kinks in the project. Regarding the ending there are a few plans on how the viewer could interact with the wall without causing too much discomfort. We have also been discussing lighting and whether or not the viewer is the light or the light is from an external source. In an effort to increase frame rates there are a few options of creating a pathway for the viewer to follow and separate levels that would render out according to where the viewer is positioned.


Member Work:
  • Newly Added: UV Shaders have been added and other files have been uploaded to the combination work folder. Multiple models have had preliminary gradient shaders applied and adjusted to be workable. Screenshots provided.
  • Newly Added: Working on the VR implementation into the Oculus Rift.
  • Newly Added: UV unwrapping -  finishing up the available ones and uploading them to the shared asset folder on the drive. None have been added to my personal folder.
  • Newly Added: I have been working on revising the models that have had problems being UV unwrapped, such as the bridge. I also have completed a few new models that vary from the types of plants we have already created.
  • Newly Added: Sketched design ideas for title/logo with possible title ideas.  However, the title has not been finalized yet, so these are just beginning ideas to jump off of with the final title.  Right now, my plan is to capture the essence of the appearance of the plants and the environment in a title design that doesn’t give away the terrarium surprise.
  • I also researched how to go about making rigs and animate plants so we could incorporate some small ambient movement to make the environment more interesting and less static.  I also looked into how to make plants react when you collide with them, but the approach to do this in Unreal seems to be kind of complicated and have inaccurate results.
  • Newly Added: Began plotting mini-levels along the path for use in level-streaming. We decided to have the player only walk along a predefined path, rather than freely exploring a large area.
  • Newly Added: Completed sewing of previous models to prepare them for UV unwrapping, and created a new Waterfall model as the previous model would not upload into unreal. Have also been working on new models to add some variation into the mix of plants that were already created.

  • Newly Added: Additional Soundtrack work is being done, and the planning for a longer score is in progress.

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