Saturday, April 30, 2016

Taylor Stephens

Changes:
tweaked transitions
added moving coffee
fixed the ending so no longer ends on the death before decaf section


Wednesday, April 27, 2016

SHOW DATES AND GRADE DEADLINE

Final projects, if updated from the review today, must be posted here on the blog by Wednesday, May 4, at 9am.


VIST Spring Show
Submission Procedure 2016
READ THE FOLLOWING INSTRUCTIONS CAREFULLY!
Showtime: Monday, May 2nd at 6:00 Geren Auditorium


_____________________________________

The Vizzening (Viz-a-GoGo 23)    VIZA Student Show
Submission Procedure
READ THE FOLLOWING INSTRUCTIONS CAREFULLY!
Showtime: Saturday, May 7th (around sunset) Palace Theater, Downtown Bryan

Taylor Stephens- Death Before Decaf






The final video for the Death Before Decaf motion graphic has also been uploaded to my google drive (see DbD2 file):

https://drive.google.com/drive/u/0/folders/0B6PSMgi1omE2cnU2YWlzbFphRDg

This final video can be used as an ad for already established coffee brand or stand alone as an advertisement for a Death before Decaf coffee bar. 

Changes:
  • audio added
  • timing tweaked
  • steam illustration altered
  • color scheme finalized
Things I could be happier with:
  • steam transition
  • ending text

Tiny Ghost AKA "The Tea Party"

THE FINAL CHECKPOINT

For Krista Goll, Kaitlin Carlson, Stephanie Flores, Sandy Than, and Ben Quigley

(preferred) Taylor Stephens- Death Before Decaf



The final video for the Death Before Decaf motion graphic has been uploaded to my google drive:

https://drive.google.com/drive/u/0/folders/0B6PSMgi1omE2cnU2YWlzbFphRDg

This final video can be used as an ad for already established coffee brand or stand alone as an advertisement for a Death before Decaf coffee bar. 

Changes:
  • audio added
  • timing tweaked
  • steam illustration altered
  • color scheme finalized



Mighty Mouse Final Review

Our Team:
Kelsey Grier
Jorge Macias
Lukas Kontilis

Our Blog

The Grass Types

Group: The Grass Types
Members: Balee L, Campbell H, Catherine D, Kaitlyn E, Kendall T, Laura T, Sarah H, Taig L
Title: Rimor
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:
This week we have been adding out ten percent and will be ready to show for class.


Member Work:

Pet Park

Animation:

https://youtu.be/1IlkHENeC1I


Color Sheet:


Individual Progress:


Anthony:

I added lampposts and benches to the park and rendered all the shots of the 3D model. I also added animation to the collar shot and colored the intro and exit shots, the collar shot, and the run towards the gorilla shot. I drew the man for the dog running up the hill shot.

Zach:

I finished the remaining matte paintings and polished the existing ones. Then I finished animating the shot of the dog going up the hill, which I also colored and shaded. Finally, I colored and shaded the gorilla animation with some assistance from Bekha (she colored the gorilla).


Danyah:

In this last haul my task was to bring all the clips together into the final product. I worked on the post production, including compositing clips, setting the music, and the folly. In addition to that I shaded several scenes including the opening, closing, and the ostrich running scenes.

Bekha:

I finished coloring both ostrich scenes, and then I colored the final scenes and the gorilla, which was combined with the coloring Zach's dog. I sent the animatic to my friend and talked with him to edit the music, and helped create a stopping sound effect. I then created the matte painting for the titles and then the matte painting with the Viz Lab logo.

DREAM QUEEN DEATH MACHINE - FINAL CHECK IN



SABRINA

4.20 Start planning the trailer, came up with several ideas, picking out things to put on the trailer without giving away too much


4.23 Walk through the cave


4.24 Helped out with some of the audio.


4.25 Started modeling the Oculus Rift. At first, I wasn’t going to add on the straps, however it looked too bare, so I added the straps to have better composition and look more realistic. I also helped Tommy with the end credits and the title by just seeing what looked good and what didn’t.


4.26 Finished the Oculus Rift model.


4.26 Did some last minute stuff and walked through the game several times and pointed out things to fix.
Some of the surfaces were too “perfect” and flat
The alarm clock sound went off too late
Some of the flyers were too fast

The canoe was missing


TOMMY

FINAL CHECKPOINT CHECKPOINT FOR THE FINAL CHECKPOINT

Since the last checkpoint I have:
-migrated blueprint nodes for the finished project to the target laptop for demonstrations
-helped place audio cues inside the cave and field
-helped create attractions in the field area
-implemented flying npc and flying npc behaviour
-refined playable area bounds
-implemented a particle effect for transitioning from the cave to field

Current Goals include:
-final polish for project submission; further refinement of map bounds and npc behaviour, implementation of secondary npcs, level streaming and transitions, etc...


YOUJIN
(4/20~27)

Modeling the Owl Statue
-  This is a fun easter egg that will be added into the game for the players to find. It plays along with our theme, because the owl represents death. The hardest part of modeling was the bottom of the statue where it looks like water. The curvy shapes were a little bit difficult too, but other than that, it was a smooth process to model the owl.


ARA
Ara King: 04-27-16
New Flyer Model:
           There were difficulties texturing the original flying serpent model, so a new one was created. I rigged and animated the new model to move with an undulating wave motion. I made improvements to that animation based on problems with the previous model’s animations. Additionally, we originally planned to animate the blob by blending forward and turning animations in unreal, but the process proved to be too time consuming and complicated, so the flyer animation was set to move on a path in unreal.
Blob and Tentacle Animations:
           The floating blob and ground tentacle animations needed to be imported into unreal. The tentacle gave no complications, because it was done with a traditional rig, but the blob was done with blend shapes and we ran into problems getting it to animate in unreal. Eventually, the import errors were corrected, and the blob was successfully imported into the unreal engine.


TAYLOR

Since the last checkpoint, I have mainly been focusing on lighting and tweaking the textures of a few assets.  The room and field lighting and feel have been my main focuses.  I ended up making some of the surfaces in the field emissive so that the viewer could see them since we settled on a coloration that we liked with the lighting but it still ended up being pretty dark.  Making the surfaces slightly emissive made it so that the user could see where they were going.
Additionally, I altered the cave vegetation a bit.  I added taller veiled mushrooms and large “ball” mushrooms.  I also created a short gradient at the end of the cave so that the coloring of the rocks would transition from bright and blue to darker, more ominous reds. I also altered the texture on the shadow people to make them appear darker and a bit more transparent.


WILL
Started planning the trailer, picked out shots that might work well in the trailer. I got clips for our game using a screen capture program because we were having errors using the matinee in Unreal. I then edited them in Premiere Pro creating a non objective trailer that visually communicates the concept of our game. I also textured the oculus rift at the end of the trailer. Made score for the intro to the trailer, made score for the field, recorded and edited sound effects for the game

TEAM 206

Video Link:

LogLine:

“The journey of a student discovering which path to take that will lead to happiness”


Google Folder for Check 9:

Erika Raver:
https://drive.google.com/open?id=0B9hnr926rdAFaVJHU3pkN0NNQ2s

Liane Lagtapon:
https://drive.google.com/open?id=0B_Sq14_XU-n1NFBtZE1NMndDb3c

Derek Beck:

Suree Yowell:
https://drive.google.com/open?id=0Bwpe1e1LiisHdTduT3dvdGh2bXM

Cammie Brown:
https://drive.google.com/open?id=0B7zETu0bBjgNV0xMb2d1emIxTVk

Jackson Spencer "Ocean Man" Final Review 4/27

Jackson Spencer

"Ocean Man"

Final Review 4/27/2016

VIDEO LINK: https://youtu.be/PWoLZ19FsN8

Since the last review, I made a number of improvements:

- Changed the colors throughout the animation, creating a blue, lower contrast look for the scene
- Added animation and glow to the moon and added contrast to the clouds
- Added a light, curved horizon line to make the earth more clear
- Added a surface reflection for the man and the moonlight
- Rendered the animation and imported it as frames into Photoshop for editing to add highlights
- After adding white light to the man, around his feet, and on the waves in each frame, rendered animation in Photoshop
-Imported it back into After Effects, increased highlights and contrast, turned on frame blending with pixel motion to smooth out the movement of the animation and to decrease choppiness
-Added low, rumbling thunder sound throughout, splashing running sounds, and a loud thunder clap accompanied by animated light from the off screen lightning
-Added a title sequence

Team Redundancy Team

Paper View


Brittany Wolfe

Jenny Martin
Nicole DeBolt
Ashley St. John

Meena Subramanian
Cody King
Randi Reynolds
Ben Laney


Wednesday, April 20, 2016

CLASSROOM REVIEW SPECS 4/27, FINAL REVIEW

Animations:
In addition to rendering for the VIST and Vizagogo shows, also create a smaller file, 1280 x 720, and post the url to this blog site before the beginning of class.

VR work:
Have your displays ready to go at the beginning of class.

Please stay in class until you have completed your course review form :)

Monday, April 18, 2016

VIST SHOW TURN IN LINK and FINAL REVIEW

You are responsible for entering your work in the 2 shows. Vizagogo is also an option for VIST this year.

If you wish to submit to Vizagogo also, go here and submit a second one:

Bring a movie file, images, or other docs for the instructor at a lower resolution for turn in after the final review on Wednesday the 27th of April.

From Wednesday the 27th to Monday the 25th, if you improve the final project and think it will change your grade, please notify your instructor.

Oddity Alley Review 4/18

Sarah Brown

Logline- A bright, calm alleyway is full of little hidden oddities and events.


Stills:







The alleyway is now close to being fully modeled and textured, and the error in which the alley would appear totally black on the Samsung Gear VR has been resolved. A 4-paneled menu, HUD counter, and code that will prevent the player from clicking multiple things at once is underway, as well as the remaining few animations. With the current amount of models and textures in the alleyway, no frame-rate or rendering issues occur, so it's safe to assume that won't be an issue in the final export to the Samsung Gear VR.


Jackson Spencer "Ocean Man" Review 4/18/16


Jackson Spencer "Ocean Man" Review 4/18/2016

"The ocean waves and a man become one"

Still needed in the final product:

1) imply environment (clouds, moon, etc.)
2) more contrast between man and sky
3) less contrast between water and man
4) mask covering outline in some areas
5) more splashes, change movement of splashes slightly
6) detail in hand and foot to imply muscle and fingers
7) water sound effects
8) ripples where feet land

Pet Park Review 4/18/16

Anthony Eason
Bekha Wells
Danyah Alriffi
Zach Smith

Updated Animatic:




Schedule:




Individual Updates:

Anthony Eason
 
   Completed Dog animation in the Ostrich Scenes and began animating the man and the dog in the    last shot.  This week, I will complete the animation of the last shot, color the shots I have animated, and finalize the lighting in each of the shots.

Bekha Wells

   Completed Ostrich animation and began coloring ostrich shots.  This week, I will finish coloring in the ostrich scenes, including the dog, and begin to assist with editing and end credits.

Danyah Alriffi

   Completed the animation and coloring for the alligator scene, colored waving animals in the final scene, and updated the animatic with updated scenes and sound effects.  Over the next week I will assist with any coloring needed and make the title sequence and credits.

Zachary Smith

   Worked on the animation for the gorilla scene and the scene of dog walking up the hill.  I will finish animating by Wednesday. This week I will color in the shots I've animated and assist with any editing, coloring, or lighting needed.


Tasks yet to complete before Final Deadline:

Complete Animation (final shot)
Finalize Lighting in shots
Finish Coloring frames
Title Sequence
End Credits


TEAM 206
LogLine:

“The journey of a student discovering which path to take that will lead to happiness”


Google Folder for Check 8:

Erika Raver:
https://drive.google.com/open?id=0B9hnr926rdAFdmNBRHJIc3VDZmc

Liane Lagtapon:
https://drive.google.com/open?id=0B_Sq14_XU-n1Slp6SEZwV3AyTFk

Derek Beck:

Suree Yowell:
https://drive.google.com/open?id=0B7zETu0bBjgNeFZnOVpscDNxU1U

Cammie Brown:
https://drive.google.com/open?id=0BzymoNza7sxMNjk2aUduRWtGT1k

Tiny Ghost

Krista Goll, Sandy Than, Stephanie Flores, Ben Quigley, Kaitlin Carlson

https://drive.google.com/drive/folders/0B825iaNyd1B3Q1lKSmxCdGR3M0U

DreamQueenDeathMachineTeam Review 4/18


Ara King

Blob:
The animation for the blob creature has been refined. The new features the blob’s lower region expanding as the top region contracts, and vise versa. This change was made after viewing reference videos of jellyfish. The contractions and expansions give the blob the appearance of exhaling air just as jellyfish exhale water to swim.
Four Tentacle Plant:
This vegetation model for the field area was too complex to procedurally animate in unreal, so I rigged it. I animated the four tentacles so that the tip of each tentacle behind its base; this mimics the cascading motion that actual octopi tend to move their appendages with. Additionally, in order to make the plant appear to be more lifelike and thinking, I made each of the tentacles animation’s unique.

Mae Dolan
This week, I played around with maya’s text tools so we would know how to do the credits and the title. The credits will be very straightforward using the text tool. For the title, I imported our title design into illustrator and traced it to make paths, then brought those into maya and beveled them to make a 3d title design. We also had a group meeting on sunday in which I starting modeling two more islands since the current ones we have are having technical issues, and I do the

Sabrina Yun
After finishing the concept of the title, we are modeled it in maya and placed it into the game. We also decided to add a few more models into the game last minute like the canoe. I modeled the body of the canoe with the ends curved. It started off as a cube, and I added a lot of edges and smoothed it out so that it looks more like the boat. Will played around with it to create the ridges on the side. I also went to austin to try to record sounds of the forest so that we can put it in the field, however the weather did not hold up and recording the sounds ended as a failure. We will try again later when the weather permits. The last option is to get sounds online from freesounds or another website that will allow us to use their sounds with permission.

Taylor Mullins
For the past week, I have been focusing on wrapping up surfacing (particularly on the field assets).  I am, for the most part, complete.  There are a few assets that could be polished a bit more, and I will address them in order of importance.  Additionally, I have been lighting the Mineshaft area of the cave.  A challenge that I’ve run into, however, is that Unreal doesn’t have area lights.  That being the case, the mine shaft is extremely dark.  I am working on finding a way to mimic an area light.  From here on out, I will be working more exclusively in Unreal, figuring out how to implement particle effects and mesh emitters, as well as adjusting the lighting.

Tomas Herrara
Since the last checkpoint I have:
-polished transitory sequences at the beginning of the mineshaft and end of the field
-implemented a basic title segment
-placed stationary shadow figures throughout the cave
-altered textures to refine the mood of the end of the cave
-placed sound samples throughout the cave

Current goals include:
-polishing shadow follower pathing/placement
-finishing title/credits sequence
-adding interest to the field in the form of explorable attractions

Will Tallent
This week I put together a schedule that works for the last two weeks of school and gives us a week and have to troubleshoot and make adjustments after a pre-final build has been made. Creating this schedule involved created a comprehensive list of everything else we need to make and then look at each person's skill set giving them two tasks a day. Happily the schedule works out well and we are still on track. Besides the schedule I have made 3 environment scores and 4 models to help create a more immersive environment.

Youjin Kim
This time there was something to fix on the models that I had worked on so far. When the
model files were imported to the environment my group worked on-the islands and flyer couldn’t
import to the anime environment at all. So I had to fix them by model from the new polygon. Since I have to make new ones, I would stick with the steps I took for making but with new shape. I couldn’t make exactly same shape with the flyer but this one has similar atmosphere of what I had from the concept art. So working with the remodeling turned out fine looking than previous ones.

Mighty Mouse Review for 4/18

Our Team Members:
Kelsey Grier
Jorge Macias
Lukas Contilis
Christian Salinas

Our Blog
Our Calendar
Our Progress Sheet

The Grass Types - 4/18/2016

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:
This week we have been making the bulk of the VR environment and features. All assets have been worked on and are getting close to the stage of completion. We have also had some title/credit screen design iterations done and the matte painting for the final portion of the VR is in progress.


Member Work:
  • Newly Added:

some shrooms.png
somesuccs.png
Prelim_Waterfall.png

  • Newly Added: Populated the map with models, created a water shader

  • Newly Added: Work has not been uploaded but I’ve been working on the matte painting for the final VR and making sure work has been completed and prepared for presentation and the final product.
  • Newly Added: With all of the models finished and mostly shaded, my major part of the project is over. So I have been watching more tutorials for Unreal and have been on standby to help out with whatever other people have asked of me.
  • Newly Added:  After a few more alterations, we settled on a title design, so I have incorporated it into many iterations of title screen layouts.  The intention is to use the screen view from where the viewer begins the exploration as a blurred background so that the transition from title screen to explorable environment can be very smooth.  I have also worked on basic layout designs of the credits scene, wherein the viewer discovers they have been wondering through a terrarium and can see it sitting on a table or desk inside a room.  More iterations can be found in my folder.



  • Newly Added: Working on the final VR elements
  • Newly Added: With the modeling stage finished, have been on standby in order to help any group members who need it. Have been watching tutorials on Unreal Engine, and have been preparing to begin creating variations of shaders for the models.
  • Newly Added: Working on the VR lighting.