PM 3. Be able to co-ordinate a production process 13th March 2020 In preparation for the start of sprint 3, we have discussed the plan for our next sprint so we can begin with production first thing next Wednesday morning. This is what we got done in the second sprint: Death mechanic for AIInteractable environment... Continue Reading →
End of sprint 2 – Summary – PM 3. / PM 5.
PM 5. Know how to organise and schedule post production activities PM 3. Be able to co-ordinate a production process 13th March 2020 As the Second sprint of our game production ends, we have successfully completed all of the things we wanted to get done for the second sprint. Therefore, we have passed the second... Continue Reading →
Blocking out the cave in Maya
12th-13th March 2020 I have blocked out a basic greybox of the cave using concept art from Emma in Maya. I have then created a high poly version of the walls to make them more 'cave like' and not flat, and then quad drawn it to make them more high poly and actually combined rather... Continue Reading →
Blocking out a level further in UE4
11th March-12th March 2020 Today I have brought in the new mountains, rocks and trees into UE4 and placed the textures on them so I can block them out. I have kept the snow from the previous sprint and placed the mountains so they look like they are surrounding the level to act as a... Continue Reading →
Creating different types of rocks
27th February 2020 As well as creating the mountains, today I have also created different types of low poly rocks textured by faces in 3d coat. https://youtu.be/P5UpD3j6RUI
Creating mountains via quad drawing
27thth February 2020 Today I have been working on the environment for the game so I am able to properly block out something for sprint 2 that looks better and matches with our artstyle. Now that I have gotten some low poly, textured rocks to place around the level in ue4, I am able to... Continue Reading →
Animating a falling animation for the tree
12th March 2020 I have created two separate meshes for the tree including the top of the tree that will fall and the trunk of it. Using the graph editor, I have edited the animation so the tree falls smoothly as realistic as possible for the cartoony look of our game. https://youtu.be/zDk22zvHC4w I have then... Continue Reading →
Creating a different type of tree with a high poly>Low poly workflow
I have created another type of tree using a high-poly to low-poly workflow rather than just adding a normal/diffuse map of a leaf onto a plane. I did this by creating a high poly leaf/branch model which is below, then baking a normal, alpha and Ambient occlusion map in x-normal.
Modelling and texturing the Plaque
12th February 2020 This morning after our SCRUM meeting, I have modelled and textured a plaque in 3D coat. I have also created a texture in Photoshop on a layer. I had to import the UV lines so I could figure out where I had to create the texture for it to show properly. I... Continue Reading →
Sprint 2 – First day of production
13th February 2020 Today we started the first day of production. This morning I have been doing research on snowy landscapes and what they contain. For example, I did research on trees that survive in winter and we have decided to make two types of trees to populate the environment of our game. A fir... Continue Reading →