Monday, April 11, 2016

Dream Queen Death Machine Team - 4/11/16

Tomas Herrera - checkpoint 4/11<--- this is link


Since the last checkpoint I have:
-combined all environments into a series of streamed levels
-imported all models into the unreal project
-refined the field prototype
-implemented models
-reworked terrain
-placed invisible walls to define level bounds
-implemented cave audio


Current goals include:
-implementing textures for all models
-polishing transitory sections at the beginning of the mine shaft and field environments
-implementing flying NPC behavior
(work shown in demo, not Google Drive)


Youjin Kim <--- this is link
(3/31~4/6) Dock -This is one of signature models at the environment. So which means the dock need to blend to the environment and pose as ‘epic’ object in the environment. There are several of kinds of dock in the world but I wanted to model this as simple and yet have some details there. However, the dock needed to give impression like this is made of wood and Taylor (head of Surface) of group really did excellent job on the texture and impression on there. Next was outline of dock-should be straight or bent- that needed to decide before model. I then went straight forward for bent dock because I wanted to model that dock. I extruded a lot from the side of dock to make posts then I realized that if I modeled the straight dock I would just make several posts at one side of dock, delete the half of side of dock and do the mirror geometry to make easier for the model. However, I just stuck for this outline for the model because that would be easy to do it despite how much time I spend to work on the modeling. (4/6~4/13) Lamp in Mineshaft -After I looked through the reference of lamp, I thought that this one is going to need mirror geometry definitely. Working on modeling of lamp was surprisingly happy despite that outline of the modeling was giving me a bit difficult time to me. The difficult steps in this modeling process were where and how should I extrude on which part. After I finished one part, then I would do mirror geometry to save the time and not off from the shape of lamp. I loved the overall of lamp’s modeling but I wanted to try other shapes for top and bottom of lamp to see which shape would be fit for the animation’s mineshaft. Then again, either shape would be fine as long as people could recognize this was lamp right away when they see it. Overall of these weeks for modeling was that finishing models soon as possible so that animation test is ready and my other modeling members did excellent jobs on their parts and fixed some features if it was off.


Taylor Mullins<--- this is link
Since the last checkpoint, I have been working on various surfaces in Substance and in Unreal.  The process mainly involves importing and placing various maps within a node network.  A few of the assets needed to be remodeled due to odd triangulations and less-than-ideal UV unwrapping.  Mainly, I have been focusing on the mine shaft area of the beginning of the game as well as working with a few of the assets from the bedroom.
Unfortunately we ran into a bit of an issue with the specularity on translucent materials (Unreal simply doesn’t support that, according to the various threads and forums that I have found).  That being the case, it looks like we will be sacrificing one or the other for each asset.
On a positive note, we have a working Rift!  We spent a while getting it connected and configured so that it works in our project.  It’s working correctly now.  Now, we’re just figuring out what way would be best for the user to navigate the cave (we are considering the possibility of bringing in a controller).  


Will Tallent<--- this is link
The past week I have spent my time creating audio scores for different parts of the map, we finished a score for the middle and end of the cave and as well as the end of the field. I have also begun recording sound effects to implement for different parts of the map. I have re modeling multiple objects to allow for better surfacing.  I also created 3 choral like trees in Maya for use in the field. We also figured out how to successfully connect the Rift to our build in Unreal. This was a huge milestone for us. I also spent some time this week researching how to implement the sounds in unreal and figured out how to export the audio from audacity and then convert the wav file to a 16 bit pcm wav file which unreal prefers to a standard wav file.
I have been doing these things as well as keeping in touch with each member of the team to insure we are on schedule.



Sabrina Yun<--- this is link
After finishing all the models that were assigned to me, I went back and remodeled the alarm clock and lotus flower. When the alarm clock was surfaced and then placed in unity, the texture of the model was splotchy. I quickly made a new model so that when it was UV unwrapped, it turned out smoothed. For the lotus flower, I smoothed it out and lengthened it vertically so that it had more depth and wasn’t too flat.


I also worked a little with helping with the sound and music of the field and cave. This week, we are planning on going out and recording sounds of the wind, footsteps and ambience of a field.

We also started on the title sequence. We spent a few days on picking it. The first day, we researched titles and nouns related to death. We then did several voting sessions to pick the final title: “Being.” After that, I was assigned as one of the members of the team to work on the title sequence. Using photoshop, I made several designs and color schemes relating to the title. And we are still planning on making more designs and coming up with ideas on the title.


Mae Dolan<--- this is link
This week, I finished all the models I needed to on the schedule. I met with Will and Sabrina as well and we worked on the music and sounds for the cave and field, and we planned which sounds we still need to record in the upcoming weeks. We also voted on the title “Being” for our animation and Will, Sabrina, and I researched title sequences and aesthetically interesting graphic designs to use for our animation when the title comes out.

Ara King<--- this is link
Importing Animations:
The serpent and shadow creature animations have been successfully imported from maya to unreal. Importing the animations was not very complicated, but once they were in unreal it became apparent that there are certain parts of the animations which need to be adjusted, in order to make them look more natural. The shadows movements were too rapid, and the serpent has a strange pivot near it’s head which needs to  be corrected


Animating the Blob Creature:
I used blend shapes to give the blob creature an, undulating animation to imply life. There were only a few complications with using blend shapes, but once I got used to how maya treats the morphing operations, I was able to create a squash and stretch animation for the blob. The blob must still be refined so that I can control its origin during blendshape animation

Tiny Ghost Progress

This includes a lighting key, some sound, and the final rendered versions of frames 7-9

https://drive.google.com/drive/u/0/folders/0B0Mv4WEOmlAkbGRtV1VJSEk4NVE

Taylor Stephens

The focus project has finally been wrapped up. I decided on the monochromatic, blue and navy color scheme to give the piece depth and a soothing/ calm feeling despite the rippling text.

The final piece is 12 seconds, however a shorter version was created for before-feature film segments.
Notes on the final longer version piece:

  • letter transitions are worked through
  • added an intro that seemed more cohesive than the original squares that led into the letterforms
    • this intro is a randomized wave of each letter that cannot really be read well. After floating for a second, the pulsating letterforms of the word focus pop on to the screen so the viewer now has a better idea of what they are looking at


Check the google drive for updated files and an updated schedule:

https://drive.google.com/drive/u/0/folders/0B6PSMgi1omE2cnU2YWlzbFphRDg
TEAM 206
LogLine:

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


Task Management
Google Folder for Check 7:

Erika Raver:
https://drive.google.com/open?id=0B9hnr926rdAFTjJvV0ZFcmxOQUE

Liane Lagtapon:
https://drive.google.com/open?id=0B_Sq14_XU-n1VXR3WlFGY184QTA

Derek Beck:

Suree Yowell:
https://drive.google.com/open?id=0Bwpe1e1LiisHOFV4OWdjZFpPNlk

Cammie Brown:
https://drive.google.com/open?id=0B7zETu0bBjgNSFN3QWRSVnl5Nlk

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:

Sunday, April 10, 2016

Team Redundancy Team Update

April 11, 2016 update

See Trello <-----

Brittany Wolfe

Nicole DeBolt
Jenny Martin
Ashley St. John

Ben Laney
Cody King
Meena Subramanian
Randi Reynalds

Monday, April 4, 2016

REVIEW FOR APRIL 11

For Monday, April 11, we will review your proof of concepts as discussed this past week.
Additionally, continue to post individual tasks completed as usual. This will be a casual, walk around review.

Taylor 
Finished sequence of longer version, final color scheme, audio matching with motion, (long and short version), then another project last 3 weeks.

Grass types
A portion of 1 area out of 6, the mushroom
part finished (shaders)…lighting option at least 1. Basic music.
movement: with controller, joy stick, steam controller (will use keyboard for this review)
Emissive textures on plants, with key lights (lighting scheme)
Title design sketches

Pet park
Rough sound track
Nine scenes - ostrich scene, gator scene, entry (1st), 2nd take leash off, seeing gorilla (3rd) — LINE WORK ONLY
Finished look of scene : environment in intro scene including lighting & shadows, shot 3 seeing gorilla - ALL FINISHED

Team 206
Elementary through early high school is finished in all aspects - 50 seconds
3D scene with lighting, rig test body only
Late high school line work

Dream Team
Oculus running, all models done
Prototype field
Walk through of all environments, each environment with some objects surfaced
No Lighting:
Sketch title sequence
Music in cave

Tiny Ghost
Shot where ghost looks at doll, then sighs - textured, lit, all 2d in betweens, with rough music and foley. 5 Lighting keys for scene changes

Sarah 
Jack in the box (3D and 2D) and footsteps (2D), with sound for each animations
Alley fully modeled and textured, with finished lighting
Looping sound

MIghty Mouse
Lighting key for 6 shots
Shot 6: Mostly finished - where mouse realizes snake is stalking him. motion, of mouse and snake; set lighting and character lighting; rough sound includes ambient sound and foley, and soundtrack from Bruce Lee film.

Team redundancy
In the gear VR, environment with animation of grass and butterflies that come with the paper flying in air (as though flying into viewer’s face with grass in background). Initial lighting test 1.
all assets are imported into the Gear, with textures.

Jackson
Test with AE filter: particles/water/motion blur — 1-2 seconds — without the outlines and focusing on internal anatomy to indicate motion of water.