Posts

Showing posts from March, 2019
Image
31/03/2019 Texturing This week has focused on texturing assets in Substance Painter.  Assets have now been grouped together in Maya to be exported into Substance Painter. Fig 202 - Grouping. Fig 203 -UV mapping. Once the items were grouped together, faces of all grouped assets were selected and then laid out using the layout feature, preparing the assets for the texturing phase. Chandler Pope-Lewis had previously received a file of the mine shaft entrance for testing purposes in Unity.  Chandler has since made alterations to the entrance, making it larger and more into a tunnel.  The new version of the mine entrance has now been received, UV mapped and is ready for texturing with the other assets in Substance Painter. Fig 204- Mine Entrance. Material files were then downloaded from Substance Share,  https://share.allegorithmic.com/ (Share. allegorithimic.com , 2015), which would benefit the textures of the assets. Fig 205 - Textures. One example of tex
25/03/2019 Texturing Today saw the beginning of the texturing process for the models.  Textures were downloaded from Substance share in preparation to be applied to the models in the exterior house scene. The exterior house, along with the mine shaft entrance were also exported into Unity.  Theses assets were also joined in Unity by the rest of the teams asset work, including the interior of the house, the mining tunnels, alien spacecraft and the alien creature itself.  It was reported there were minor problems with aligning the interior and exterior of the house together.  Connor had report similar alignment problems with the front and back door files he had requested for the interior of the scene.  This will require some minor re-adjustments in order for the house elements to align properly.  Chandler  made some minor adjustments to the mine shaft entrance in Unity which will be re-sent for texturing.
Image
22/03/2019 UV Mapping update The two scenes have now been merged back together, with minor additions and adjustments to the doors, door frames and additional steps.  More steps were added to the back door, to match the height of the interior floor level.  Both doors depth was decreased as holes had previously been cut into the interior and exterior walls for the doors to swing into.  As a result of the doors depth being decreased, the door frames had to be increased in order to compensate for the doors and to fit through both interior and exterior walls.  Minor adjustments to the UV's were required on the front door frame but not elsewhere. Fig 199 - Back door steps.   Fig 200 - Rear Door and door frame.   Fig 201 - Front door and door frame. The next element will be to group items together and export the groups into Substance Painter for texturing.
Image
21/03/2019 UV Mapping Further corrections were required to be made to some of the UV maps on certain models.  This was brought about when pressing the preview smooth option the UV maps chequered box would distort.  With some of the models this was corrected by making some cuts to the edges allowing the model to unfold more efficiently.  However, others for reasons not ascertained, cutting edges caused further disruption.  It was then advised by a tutor to select certain edges and then select smooth edge option.  This worked without causing problems with the UV maps and allowed the model to be smoothed.  However, there were some more problems with a small number of models on the corner edges with possible damage to the faces.    Fig 197 - Face Damage. Fig 198 - Face Damage. It is not known at this stage what would be the best course of action to repair this damage, however, these parts are out of direct line of sight for the player.  If there is no serious disruption to the
Image
19/03/2019 Modelling Continued Minor additions have been made to the main shape of the house in terms of creating holes for the doors in the front and rear.  This will allow the player to open the doors during game play.    Fig 193 - Hole.   Fig 194 - Hole. This has also meant the doors depth can now be reduced to a more expected standard size than previously.  The doors depth had been larger to fit through the interior an exterior walls of the house.   Fig 195 -Door Depth. Fig 196 -Door Depth. However, with these changes, problems have occurred when smoothing the models for the UV mapping.  This has occurred for a number of other models when switched to smooth preview mode.  This will required redoing the problematic models UV maps before the texturing phase.
Image
18/03/2019 Team Meeting Today a team meeting was held to assess where the group members are with the development of their sections of the game.  For the three modellers everyone is at the UV mapping and texturing stages.  The character artist also at this stage, whilst the programmer is ready to receive black outs to assess the play-ability of the game.   Fig 191 - Meeting notes. Fig 192 - Meeting notes.
Image
16/03/2019 UV Texturing The last three days have been spent UV texturing the assets for the exterior of the scene.  Advised by two team members, they advised UV texturing using the camera based option, in order to simplify the process.  A online tutorial video was also found on YouTube to aide with the UV process.   https://www.youtube.com/watch?v=epZbBFCV1GU , (Cheparev, 2016).   Fig 183 - Camera Based UV. Fig 184 - UV's. Fig 185 - UV's. However, there seems to be some problems with the roof model.  When the smooth preview option is selected, the chequered UV box starts to distort.  There are a small handful of other assets that also done the same.  This will need to be investigated and resolved before proceeding to the texturing phase in Substance painter, which upon completion, the textured assets will then be transferred into Unity.  A YouTube video was used to aide and attempt to resolve the caveat, however, this did not resolve the problem with UV's.
Image
13/03/19 Modelling update Today's session was spent making the last final adjustments to the models on the house before the UV process begins.  The two doors required backs being created for them, which was achieved by mirroring the already existing models and combing the two pieces together and merging the vertex.  The models were then enlarged slightly to pass through both parts of house, both interior and exterior.  Initially, duplicating and merging the models was tried, however, inconsistencies were found through this method.  As a result, teammate Patryk Kuligowski advised using the mirror tool which proved to be more successful, creating the desired result. Fig 177- Mirror Tool.   Fig 178 - Internal front door. Fig 179 - Front door frame. Other adjustments made to the house included moving the back door more to the centre to match the layout of the house internally, switching the door handle side so that the door would swing against the wall rather th
12/03/2019 Group Discussion Today Dean contacted the group and played the music work for the game.  The group is satisfied with the work Dean has produced.   However, Patryk Kuligowski requested Dean add a heart beat to the music near the ending of the music.  Dean has agreed and will adding the heart beat towards the end of the soundtrack. Modelling Today also saw the last of the faces deleted from the models that would not be required in the environment. The models are now ready for the UV process.
Image
4/03/2019 Model Corrections Today involved making minor movements and corrections to the models for the exterior of the scene to align with the interior created by Connor Burdett.  Connor had noted that the windows were not aligning as he had anticipated.  As a result this session was spent resolving any problems with the two models.  This involved deleting a number of faces with certain models for the exterior of the scene so that they did not interfere with the interior model and adjusting windows from the exterior to match the interior.  After two hours work, this task was completed, leaving two more corrections to resolved, which would be creating a back for both doors for the house.  Once this is done, the next stage will be the UV process and texturing stage.   Fig 175 - Window.   Fig 176 - Window. Contact was also made with Dean in regards to the music.  Despite not responding to emails informing the group on the progress of the music, the music is almost complete w