Monday, April 11, 2016

The Grass Types - 4/11/2016

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:
Balee, Cassie, and Campbell have made significant progress on the UV unwrapping. Shaders are underway and most models should soon have at least one shader applied. Kaitlyn and Sarah, our previous modelers, are now in the process of helping out Laura with setting up the VR environment. Taig is working on the Lighting of the environment while cleaning up some of the music as time allows. Kendall is working on the title design and initial designs for the start-up. As a group we have come up with an acceptable ending which has cause for the matte painting of a room. The matte painting is still in its preliminary stages and the final will be worked on later in the next week.


Member Work:
  • Newly Added: Created, edited, and applied multiple model shaders in the Unreal Engine. Shaders built with lighting and samples provided:

some shrooms.pngsomesuccs.pngPrelim_Waterfall.png

  • Newly Added:
  • Newly Added: All new work has been added to the combination folder. I have worked on some unwrapping the final UV’s and started to help Balee add shaders to the Model. Work that has not been added is planning for the final matte painting.
  • Newly Added: Worked on remodeling a few models which had problems UV unwrapping, and finishing some of the unique models. I also began watching tutorials for Unreal and creating my own scene to gain experience in the program. This was done in preparation for helping to create the final terrarium scene.
  • Newly Added: We decided on the final title name, “Rimor” which means “explorer” in Latin, so I went back through my initial ideation phase of the title design and reworked them with the correct title.  Then we narrowed it down to four basic designs.  I then further detailed those designs and created many iterations of each, altering the designs to better incorporate our low-poly plant designs.
  • Newly Added: Created level areas for the Mushroom Forest, enabled Level Streaming, and worked with Taig to create lighting.
  • Newly Added: Worked on finishing up models in Maya, and prepared a few special models to give more variety to the already established model-pool. After finishing the special models, I also prepared for placing in models into Unreal, in order to speed up the production process.

  • Newly Added:

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