Wednesday, April 27, 2016

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