Monday, February 28, 2022

Tangled VR (Sprint 4)

 This week I worked closely with Anthony on Pascal's color change blueprint and incorporating that with the pawn that has our animation state machines. I also did a lot of debugging and playtesting.



Nerf Gun (Week 4) - Final Materials/Textures & Lighting/Rendering

This week I had to go back to my high-res to round out edges in ZBrush. By using polygroups I creased edges based on normals then subdivided, dynameshed, and polished. 

I didn't get to accomplish everything I wanted such as the Nerf Logos, using booleans to get screws, and detailing along the sides for the high-res. I also went back to do my UVs by hand. Unfortunately, I ran out of time to lay them out properly. 

Then I did the materials and textures in Substance Painter. I found out that I should've used polygroups to assign IDs to my materials. I used the low poly to ID which resulted with scuffed bakes.





Monday, February 21, 2022

Nerf Gun (Week 3) - Game Res, UVs, First Bake

 This week was finishing game res, UVs, and doing first bake. I'm pretty satisfied with how my game res turned out. I still have a little bit more room to add more detail like bevels since I have an extra 3k tris to use (target is 15k). I ran out of time to do UVs, so I temporarily auto UV'd which led to some scuffed bakes.





Wednesday, February 16, 2022

Tangled VR (Sprint 3)

This sprint we are to implement vfx and sounds into our experience. I was in charge of changing Pascal's material color upon interacting with him. My first thought was to cause a trigger event when the player VR Hands collide with the Pascal model.

Pascal Color Change Blueprint


Monday, February 14, 2022

Monday, February 7, 2022

Nerf Gun (Week 1) - Proxy & Starting High-Res

This week we started the Nerf Gun project. I began by blocking out my mesh with basic shapes. As I got more into it, I separated individual parts to make modeling easier. After that, I began to start doing details and going into higher-res, starting with the gun's slide.





Wednesday, February 2, 2022

Tangled VR (Sprint 2)

This sprint was crunching to get all mechanical functions working in our experience. I did less 3D modeling in order to help Tech Artists debug and playtest. However, based on last critique I re-textured the castle to be more visible. Updated the player boat to have bows, oar locks, and a lamp hanging from it. Lastly, I updated materials and applied them to the proxy models from last sprint.

Basic Material Applied

Scene w/ Lighting & Post Process

Updated Castle Texture

Updated Boat Mesh

Boat Mesh Wireframe