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.
Thursday, April 22, 2021
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.
Monday, March 29, 2021
Monday, March 22, 2021
Gill Retopo and First Bake: Week 3
My first bake was reasonably successful but I need to make some adjustments to get the polycount a little lower before texturing. Currently I'm sitting around 17.5k triangles. The face and fin are pretty dense so I'm going to try to reduce them without losing too much detail.
Saturday, March 20, 2021
No Country For Old Men: Sprint 5
Sunday, March 14, 2021
Tuesday, March 9, 2021
VR Sprint #4
For this sprint my main tasks were 1) finishing proxy meshes needed for our experience, 2) applying materials to everything in our scene, and 3) completing the high res mesh for our shotgun. I completed a proxy for the gps tracker while Jacob handled the rest of the proxies so that I could focus more time on the shotgun and create the materials. The shotgun is complete as well as our proxy meshes.
Monday, March 8, 2021
Gill Character Project: Week 1 (High Poly Modeling)
Maya blockout and scale setup
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Low Poly Dice High Poly Dice High Poly with Bevel Shader Low Poly with Normal Map









































