Monday, April 26, 2021

Starfish Island: Week 3

 The pirate ship is nearly finished at this point. I still have a few more texture details I want to work on but the bulk of it is complete and in engine. I'm running into a slight issue with my opacity mask in UE4 that doesn't seem to be an issue in either Substance or Marmoset. I'll most likely spend one more day touching up textures and then on Wednesday I'll work on presentation.








Thursday, April 22, 2021

No Country For Old Men: Sprint #7

 For this last sprint I mostly focused on working toward getting the new wall/floor proportions into engine. Because things didn't match up perfectly with what we had in the gameplay scene, I decided to start by making new level and piecing things together. The new environment changes the door and door frame proportions and requires props to be moved around. We should be ready to start converting to the new environment scene now, which will allow me to more easily create things like floor boards and wall/floor textures. I also made a cigarette proxy for the experience, and I positioned the closet doors slightly bent so that Kelsey could rig them to be opened and closed.







Monday, April 19, 2021

Environment (Pirate Ship) Week 2: High Poly Renders

 For this turn in I finished the high poly model of the pirate ship. Based on feedback from Nick, there are a few areas that I plan on touching up for the high res sculpt. I'll most likely begin retopologizing first, so that I can knock that out and see how much time I have left to work on high poly adjustments. This way I'll be able to stay on schedule for the final turn in.









Monday, April 5, 2021

Environment (Pirate Ship): Week 1

 For this week I focused on blocking out a proxy for the ship and getting it in engine, as well as beginning high poly modeling. I took Nick's proxy and brought it into maya to establish scale for my references, and then re-blocked out a new mesh. I've replaced Nick's original proxy with the new one I made in the scene. Once I finished the block-out I started working on the high poly model. So far I have a good chunk of the front of ship up-res'd. Next week will be focusing on finishing the high poly model.






Friday, April 2, 2021

No Country For Old Men: Sprint #6

 For this sprint I've been focusing on cleaning up and updating certain parts of the environment. My main goals have been iterating on the door to get something looking closer to what we want to the end, as well as tightening the proportions and scaling of the walls and floor so that everything is clean, ready for texturing, and will be easier to add detail such as floor boards to. The following pictures show some comparisons between what we had originally and what I'm making currently.