CAGD 373

Game Scene Assignment 

Week 9:

This was the final week of the Game Scene project. I assigned everything else that was in the scene and we mostly finished. Unity gave us a ton of issues, but we got what we could in for grading. 

373GameScene_Group6  

I was mainly modeling for this project, here is an example model right here. 


I was overall very happy with how my teams models and textures came out over the course of this project. In Unity we encountered several problem, one issue was textures not applying to objects that they should be normally. Another issue was getting the animation for the chest to open.

Week 8: 

This marks the eighth week of the Game Scene project. This was the start of sprint 7, I assigned the rest of the prop cards and started to assigned more unity cards for my unity team member. The stretch goal was to finish all of the props so that we can only focus Unity stuff for the final sprint. This week I finished the base model for the Lost Sector Chest, but I still need to UV a few parts of it.


 



Above is a reference photo to the Lost Sector chest that I just mentioned. I attached a few screenshots of the model and a UV sheet screenshot. Currently I only a few parts left to UV on the chest, but those few parts are not going to fill that space, so I am going to rearrange the sheet once everything is in there. As far as the chest model went, I am really happy with how it turned out. Also, yes the chest does open, I just don't know how the pipe on the back will move when I rotate the top of the chest. My main struggle on this model was trying to replicate bends or curves in the model, thinking back as I'm writing this, I could have used the bend tool...I forgot about that.

Above are the trello statistics of the week, this week my team killed it in terms of work completed. I assigned 14 cards throughout the sprint and we got 9 of them done, we have 5 cards left and I'll explain each one. 1 card is for my chest UVs, another is for the light model I'm doing next, 1 card for the centerpiece model to be made, 1 card for the statue to be textured, and 1 card to construct the cave structure that runs through the unity scene. The goal at the moment is to finish the final 3 models, then have all of the models be textured while we help our Unity person construct the scene in Unity faster. I am happy with the speed that my team is going, we are on a decent pace to finish the project on time. Especially since we will have 3 people constructing the scene rather than just 1 once we both finish the final models.

Week 7: 

This marks the seventh week of the Game Scene project. This was the start of sprint 6, I assigned most of the cards left for this project. The stretch goal was to finish the cards assigned, then start the final set of cards.This week I got the Obelisk model done which was more complicated than I originally intended it to be, and now I am about to start the Lost Sector Chest model.

Above is the Obelisk model, along with the UVs, I was honestly surprised about how long this model took to actually make. I made this model pretty quickly, then I made the UVs, but I forgot one critical detail of the model. I did not put an indent into my model, this mistake made me go back to the drawing board and redo some of the model. I could have made a simple subtraction thinking back on the process, but instead I detached the sides and then made the subtraction. Overall I had to redo this object 3 times to get it close to the reference.

Above are the trello statistics of the week, there were 13 cards assigned in total for the sprint and 6 of these cards were moved. That leaves 7 still in progress, this includes a model from Austin and Myself, and a card from William. I did not get to expanding the backlog like I said I would last sprint, but I will force myself to because this is the last real week of work before the final dash. I am happy with the amount of work my group got done over the course of this project, but now we have to wrap everything up nicely.

Week 6: 

This marks the sixth week of the Game Scene project. This was the start of sprint 5, I only assigned tasks this time around to group members who were caught up. The stretch goal was to finish the hallway and get a chunk of the side room finished. This week I did not get the work done that I wanted to get done. I finished the UV's for the broken archway, then I fixed all of the issues that I had with the ID map for the Archway and Broken Archway models. 

Above are the UV's for both Archway models, these are planned to be on a single 1k map. I was surprised out how long this actually took me to do, I kept messing up and extending the process, but in the end it looks good. The next model I'm going to work on is an obelisk, this is going in the side room along with the other props my team has made. 

Above are the current trello statistics of the week, 12 cards were assigned and 4 were moved, leaving 8 still in progress. Currently the backlog is small, I'm going to expand it some more during the sprint 6 kickoff on Wednesday. I can not have anymore light sprints, so I will assign a fair bit during sprint 6 to see if we can get the foundation for the scene, then we fill it with props.

Week 5: 

This marks the fifth week of the Game Scene project. This was the start of sprint 4, I didn't assign much in terms of tasks because we were already behind. The stretch goal was to finish the hallway and start the side room. This week I worked on the broken archway model, then I was tasked with doing an obelisk model. I finished the broken archway base model, but I still need to do the UV's for it. The broken archway model is at 2,800 tris and I gave myself a 3,000 tri count.

 Above is what the broken archway looks like. As I said above, I'm working on the UVs right now and should get them finished before Wednesday. From the previous week I showed the UV sheet with my UVs for the archway, I'm trying to fit the other archway on that sheet at the moment. I have shrunk the UVs to readjust their positions.

Above are the trello statistics for the week, there are 14 cards that were in progress at the start of the week. Three of the cards moved to Complete, while 8 stayed in Progress. A decent amount of work was completed this sprint, I am going to not assign much this time and have the team actually catch up. I don't want my team to be in panic when they each have like 8 cards.

Week 4: 

This marks the fourth week of the Game Scene project. This was the start of Sprint 3, I reduced the workload if this sprint based off leftover work from Sprint 2. The stretch goal was to finish the rest of the starting room, then move on to the hallway of the scene. The goal was to make the hallway a mysterious stretch of crystallized walls and archways. For the work that I did this week, I assigned myself 2 other cards for a broken archway. In total I had the normal Archway and the broken Archway to model. I was able to finish the Archway model, but I was not able to finish the broken Archway. For the Archway, I gave myself a 2,500 tri count and managed to create it in 2,100 tris.

Above is the picture of the Archway and the UV's, I put these UV's on a 1k map and I'm going to fit the broken Archway on the same sheet. Overall I'm happy with how this model has turned out, I'm looking forward to what I put out next.

Above are the Trello statistics of the week, I got 2 cards done, Zoe got 1 hard card done, William has started his card, but has not finished, and Austin has finished one model which was 2 cards. I believe next sprint I need to stop assigning and let my team catch up to what I have in progress. This sprint in total I assigned 11 new cards, there were 14 cards in total. Out of those 14 cards, 5 were moved to To Verify, and 5 were moved to Complete. Like I said above, I need to stop assigning because my team can't keep up with the current work flow. I'm looking forward to the next week and I'm hopeful that we can make some good progress.

Week 3:

This marks the third week of the Game Scene project. This was the start of Sprint 2, and I had great expectations for my team. The stretch goal of the sprint was to model the main pieces of the first room, the garden. I was in charge of the central building, and the archway leading into the next room. I sadly did not get to model the archway, however I did model the central building. The building came out surprisingly well for my modeling skills. I gave myself a limit of 10k tris and got to 9,998 tris, I might cut this limit lower for the sake of space.

Above are the UV's for the building, I assigned myself with the task of laying these out on a 1k map with the archway I was going to model, but I'm thinking about it more and I feel that this deserves it's own 1k map. If I try to put the archway on the same 1k map, both will end up looking awful.

Since I'm the lead, I assigned out the cards for this sprint, the whole process was a mess since I haven't done that before in a real sprint. I accidentally gave my Unity team member an impossible card, so I didn't research what I was asking enough and I will learn from that mistake in the future sprints.


 This sprint I assigned 14 cards to my team, I had a plan of an assembly line sort of system, where Austin and myself would model, then get the model textured, then put into Unity properly. I gave my texture and Unity person cards to do while we modeled, unfortunately the first model I tackled took way longer than I wanted, so long in fact that I couldn't finish the other model I assigned myself for the sprint. In total for the sprint, my team finished 7 of the cards I assigned, so my plan for next sprint is to slow down and not assign very much at sprint kickoff, then I'll assign stuff when people finish their cards. Overall this sprint we had a rocky start, but there is still time to correct this mistake.

Weeks 1-2:

 These first two weeks mark the start of the Game Scene group project. In this project a group of four is tasked with creating a scene from an assigned game that could actually be from that game. You can either pick an existing area or scene, or create your own with that games art style. 

We are group 6 and the game we agreed upon was Destiny 2. I was chosen to lead the project, my goal during this first sprint was to establish the exact scene that my team and I would attempt to recreate.

 Above is the blockout scene with an annotated map, the type of scene we decided to make is based off a Lost Sector. Lost Sectors in Destiny 2 are small areas hidden away that give the player a chest to open at the end, you always have to fight a boss to open this chest though. 

These three images above communicate my vision for this lost sector scene, we decided as a group that the scene we make won't be copied from the game, but instead made in a similar style. I want the start of the scene to be nature themed, you walk through a garden and enter a corridor. When you turn the corner though you are greeted with a hallway of archways, you will also see a mixture of crystals and rocks on the walls, the crystals start to take over more and more of the walls the further into the hallway you go. When you reach the end of the hallway, there will be a fork in the road, going right will take you to a room where a statue holds a key. You take the key and then go left into a big room where you discover where all of the crystals are coming from. The main room contains a giant crystal that has infected the scene, your goal is to just open the chest for loot and leave. When you open the chest though, a secret wall will open that will lead you back to the start of the scene. This tells the story of a scene getting infected by crystals.

Object List: 

Broken Archway

Baryon Bough Tree

Tree Design 1

Circular Floor Piece

Crystal Mound

Crystal Wall Design

Giant Centerpiece Crystal

Light Source Holder for the ground

Light Source Holder for the walls

Lost Sector End Chest

Scrolls

 Different Types of Pottery

Chalice

Lantern

Non Broken Archway

Obelisk

2nd possible Chest

 Main Crystal Wall Design

Tree Design 2

More Similar Types of Pottery

Special Circle Like Archway

Statue (Person sized and not giant sized)

Ceiling Support Beam Crystal

Uplifted Floor Piece

Well Model

I'm sure there will be more models that I may have missed that are needed in this scene, but that above is all I can think of at the moment.

Above is the current trello board, we completed 4 tasks with 0 left in to verify and 0 left in progress. I made this sprint very light on my team, because I went out and gathered reference in game to build out a backlog and an asset list for the rest of the sprints, I created the backlog for the next sprint, but I have to add more tasks later down the line. So for the tasks that we did do, we were all present and gave feedback that helped shape the scene, so that's why everyone is on the main cards. The reason there are no tasks in the progress section right now is because I was going to assign them during the Sprint 2 kickoff on Wednesday, this way we are in the same call and I'm not assigning something to someone who can't handle the workload.

 

 

 

Tower Micro Assignment

In this assignment we were tasked with creating three towers that can be used in a tower defense game. This was also our first time using LOD models which swapped the high poly meshes with low poly counterparts. I struggled to find reference for the toppers of my towers, so I went with some of the provided reference photos. 

I struggled trying to make toppers for the three main towers, my goal was to make something not overly complicated. I ended up making a tesla like electric topper, a crossbow topper, and a cannon topper. My end goal with this scene was to create a forest like scene, but without the trees. With that in mind, I made my props around that idea, I have a crate, barrel, fence, and a sign as props. 

My goal for this assignment was to create attack type towers that could be used in a tower defense rather than resource like towers that are used in an rts game. I actually did not have any issues with doing textures or UV's this time around which was pretty nice. I did however have issues in Unity with this project. My low poly tower 3 topper only brought the wheels of the cannon into Unity and not the entire cannon. I fixed this issue by exporting just the cannon from Maya into Unity, but the cannon was in a group that I could not remove it from. I also made a huge error on the screenshot above and below, I forgot during the scene construction to place my props on the terrain. Currently my props are at 0, 0, 0 in the world, these props are textured, I just forgot to move them into place.


 

 

 SciFi Hallway Assignment

Walk through Here:

In this assignment we were tasked with creating a SciFi hallway from scratch. We made modular pieces that we used over and over again to create an interesting looking hallway. I struggled at the start of the project with reference, however I forced myself into a certain style quickly otherwise I would fall behind.

 I struggled trying to make good looking turn pieces, they always looked off center or not symmetrical which bothered me. I tried solving this issue by playing with vertices and edges to get a desirable shape.
I made the mistake of not UVing my pieces before doing extrusions, so some of the UV's got complicated. Another issue I ran into was my floaters not baking properly in painter, I solved that through trail and error of messing with settings. The part that gave me the most trouble was creating the scene itself in Unity, I ran into so many issues. One issue I had was that everything in the scene was way bigger than the player controller, I even modeled in meters, I scaled the controller up to fix the issue. Down below I am putting screenshots from the entire process of the assignment to give context on the before and after of this project.
 







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