Monday, November 29, 2021

Module 3 Week 14 - Skydome & Mountains

This week:

        - sky sphere

        - clouds

        - exponential height fog

        - mountains

- Move the start player position (closer to the talisman) - blue arrow should be on the ground

- Make the bear lighter (inside of the tree should be lighter)

- Edge of the world - make a slope/populate with more grass and rocks around the edge

- Smaller rock platform - the edge is too tight with the bigger one

- Fix the nav mesh

- Tree - try 4K resolution










Monday, November 22, 2021

Module 3 Week 13 - Tree Game Res

 Notes from last week that I worked on:

  • Shadow bias in UE - put lower to cast shadows for vegetation (light setting, go lower).

  • Play with a gradient in Ps to make the island less floaty / or add a fog on the bottom

  • Get Orb’s shader for ZBrush

  • Look into decals (green color under the vegetation)

  • Could add a fourth material for the ground (use alpha)

  • Make the plants with flowers bigger

  • Small grass is too small

  • Add a stand/rock for the talisman 

  • Texture for the talisman (change the shadow to be warmer)

  • Emissive gem in the middle

  • The ground texture doesn’t make sense, the detail is too big

  • Too much cracks texture (use more soil and sand texture)

  • Think about gradient (more vegetation in the back of the tree)

  • Gradient on the tree (lighter on the top) (check srgb channel, the colors look darker in UE)








Thursday, November 18, 2021

Week 13 - Proxies and Concept

 Here are the slides I worked on for this week. In addition, I worked more on the concept art for Gary and kept working on the models for Bulbasaur and Gary. 


























Monday, November 15, 2021

Module 3 Week 12 - Tree High Res

This week I worked on sculpting the high res models for the tree and the bear sculpture. I also created a new interactive object, added a third material for the ground variation, and edited the vegetation

Here are the notes that I worked on:

  •  Bigger ground plane


  •  Change the material on the grabbable object


  •  Roughness on the plant 


  • Tertiary forms for the plants


  • Variation for the grass


  • Ground texture seem


  • Add more grass to create a path to the tree


  •  Player is too high off the ground


  •  Everything is too cramped

  • Soil texture for the ground

  • New interactive item (talisman)



























Thursday, November 11, 2021

Week 12 - Custom Style Guide/Prototyping

Here are the slides that I worked on for this week. 
As for the proxy models, I worked on the human mesh and the model for Bulbasaur (Charmander proxy was created by Roscoe)





Monday, November 8, 2021

Module 3 Week 11 - Vegetation

Notes for this week:


 Make medium and small plants:

- Big - tall flower bush (1024 - 5K tris)

- Medium - smaller bush with smaller flowers (1024 - 2.5K tris)

- Small - one flower & small grass patch (512 - 1K tris)

- Build reflection capture

- Add a sandy texture

- Uncheck SRGB in texture map in Unreal (only for normal and the packed map)

- Bake high res normal for the rocks

- Check the emerald BP and collision

- Make a grey material for the other objects (get rid on the checkered material)

- Check out vertex paint in UE












Monday, November 1, 2021

Module 3 Week 10 - Ground/Modular Rock Set

This week I worked on creating a tile texture for the ground and texturing rocks (big, medium, and small). 
Notes from Nick from previous class that I addressed:

- Tiling texture for the ground

- Finish sculpting and texturing rocks

-  Swap out the interactable item (crystal) and add BluePrint

- Tree, rocks, grass, and floor - separate FBX objects (when importing to Unreal)

- Make smaller steps to get to the tree

- Populate the back of the tree

- Start lighting

- Take out Nick's files

- Add tall vegetation

- Add flowers



























Portfolio Project 3 - Final