CAGD 373

 

Final Post

Going into this project a problem started off the bat because in the mini sprint kickoff I missed class, so when I came in, I didn't know my team that I was going to work with. Once I found out who my team members where they turned out to be one of best teams I worked with, and I told them that I was a modeler and from there the start of the creation of Destiny Island was happening.  Since sprints were 1 weeklong, I made sure to get what needed to be done so I didn't hold back the team and produce more models since only 5 sprints were given. For sprint 1 and sprint 2 I worked on bridge supports, Bundle of Wooden Planks, a Vine, Watchtower, and a Raft. Including texturing them to have them ready for the lead to put into unreal.
For Sprint 3 I had to create 2 folders one that hold the fbx's of a UV set with their own fbx's and the textures of the sets too. After this was implemented by the lead it made me redo my textures since we needed the sets, so we didn't have each model having their own texture maps because that will be too many maps to handle. For the models that I made for sprint 3 were a sunken ship, Fallen/Upright Palm Tree, a boat, and a rope. for the model that did give me trouble was the boat since I didn't know how to shape it at first, but a YouTube video helped with that, and for the rope I needed to research since I never created a rope at all.


Going down to the final of the sprints in sprint 4 I made sure I put every model that the team has created and put them into UV sets aligned with what they were named from the ALR. Like I said in sprint three I had to take the task of creating the files, now I was sent everybody's files, so they were put next to each other in maya so I can export and have the file ready for painter. I did that for every set so that the lead can assign sets to people so no time can be wasted since its already sprint 4. When it came to modeling since in sprint 3, I held off on two props with time coming done I needed to get them done. The props were the pink flower seen in the map with a cloth collectable by the character.
Now in sprint 5 it was texturing and sending out to the lead for the scene to be completed. I finished with my textures early, so that lead me to go into the level and add colliders to all the static mesh, so the scene felt smooth. When you keep the default collider so an object if prevents you to touch the object or get somewhat near it. For the texturing in the pictures shown above they are the textures that are going to be seen in game. The only models I textured that wasn't part of my list were the bushes, stones, leaf sphere, and log.
I was supposed to texture the pink flower and the leafs, but I tried with a lot of attempts and wasn't able to get it, so I passed it to another member that was willing to help. The big problem hit is when a bridge support wasn't made or listed on the ALR. The lead made a message in the chat, so I took the task since I made the other two already. I created a trim sheet for it since we didn't want to affect the other models. I created it sent it out and by the end of the sprint Destiny Island was created.























Sprint 5


Kingdom Hearts


Destiny Island

Wrapping up the final sprint I worked on the textures for sets of the project to have them imported into the game scene. Another task I took on was adding 4 bridge supports needed for the race that went under everyone's radar during finishing up this project. The first textures I did were reworks of my past assets due to completing them early; they weren’t put into the UV sets. I had my past painter files saved so it made texturing faster because I was able to look at all the textures I did and copy them onto the new exports. The first rework I worked on was the prop 1 set containing the raft, watchtower, and the zipline tower.

The other rework of textures was for the uv set prop3 containing the boat, sunken boat, and a new item the oar being the paddle for the boat. 


The next props of texturing was the foil UV set 2 containing stones, vine, flower, leafs, bushes, and a leaf sphere. This one gave me some trouble getting everything to look similar to the game. When it came to the leaves and pink flower I passed it down to another teammate to help out due to not being able to get the look down. For the bushes and stones I took a picture in no clip, then put the image into a sampler and transferred it to the painter to make the textures happen. 

                                                      


                                                    

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The last implementation was the bridge supports that I was talking about in the intro to this sprint. I made the 4 supports and textured them with a trim sheet in maya so nothing gets messed up with the filing of the game. 




Sprint 4


Kingdom Hearts


Destiny Island




Going into sprint 4 of the remake of Destiny Island I wrapped up my tasks of some props one being a flower and one being a collectable of the cloth seen in game. The flower shape was giving me a hard time in the beginning, making me restart over and over again. The way I approached it differently than before was going on the website noclip to have an overview of the map. In the site you can turn off textures revealing what the developer has done to create the shape, after doing so I found out that the flower was just two cup looking shapes one connected to the stem and the other sitting in the middle. The textures made the flower come alive and the models just have to make the shape in order for the texture to come out right.





The making of the cloth was also a not so easy shape and I couldn't find any sort of reference picture on the internet until I found a site with every collectable listed with a picture with it. I downloaded the picture and traced it in maya with a plane shape because the player sees it mounted on the wall and won’t need to see the other side. I traced it by moving vertices around to get the shaping of it.



The last thing that I did for the sprint was grabbing all of the fbx’s that belonged to their own category from the ALR and exporting the sets out for texturing. I got that done so that each member can be able to texture for the final sprint so we can make the scene happen.



Sprint 3

Kingdom Hearts

Destiny Island




Going into sprint 3 I helped modeling and texturing new props for our scene of Destiny Island. The sunken ship was a prop that I first started off with. The only problem I ran into was getting the shape of the boat itself but figured it out after messing around with a cube and inserting cuts to make the shape possible.





The Watchtower needed the other tower so that when the race section is added the player will zipline from the watchtower to the other end. I made the wood planks bigger for the character of unreal to be able to walk around without falling off.





Another interactable object that the player will go and collect while on the island is a rope that could be found outside on the floor.





In the Island the player will wonder how the player got onto the island so I provided the boat that will be duplicated in the map to match the two more boats next to one of the boardwalks. Making the model I turned it into a newer version than the game by putting paddles with seats inside the boat.





Foliage that I worked on were the fallen and upright palmtrees that can be seen in the map by the player. Getting the shape of the tree was simple, but the leaf did give me trouble where the first one I created contained too many faces to render in the game since it's going to be placed a couple of times. Then I saw that on no clip you can turn off textures and see how the developer created it and found out it was simple shaping with a png on top so that is what I did.













 Sprint 2

Kingdom Hearts 

Destiny Island


For sprint 2 I textured the assets that I created and tried my best to get the textures to look like the game itself. Another task that I completed was marking where the race starts and ends on the annotated map created, and a video of the path the player takes to complete the race. The first textured object was the bridge support for the big boardwalk.

I feel like I could’ve made it darker to match the scene, but feel like since it's covered by planks that it will shadow the texture and make it darker than it is. The next asset was the other bridge asset being across this bridge.

For this asset the texture looks lighter in the reference than my asset might look at it later to see if I can match the lightness that this object has to get a better lookalike. The next textures are the planks on top of the supports so make the assets look complete with the wood coloring looking lighter than the support.

Each plank from left to right has its own shape being named after the ALR with the far left being a ramp and the next three being the planks A, B, and C. The foliage being the next asset is the vine that can be seen around the map alongside the walls of the rocks.

The texture that I used looks a bit lighter than shown, but seeing if the object is put into the shadows will make it look darker. The sail boat was the only one that showed trouble texturing showing an outline on the sail, so I had to stretch the sail a bit more and the bake came out well.

The last object that was textured was the watch tower. Everything turned out good, but for a texture fix I'm going to add the nail stamp to the wood planks to finish off the game look.

The final task was to get reference for the race that happens on this map and we are going to implement it into the project.

RaceWalkthrough

                                                                              Sprint 1

Kingdom Hearts Destiny Island


For the first task I took for the recreation of the map was the bridge support with the planks of three different sides. 

The bridge took a good amount of time to complete, about half an hour to get the planks right and have the similar tweaks to each one to try and get a 100% replica for our map. The second bridge I did is across from this one.

I tried to get everything correct. The only change that I made was adding extra steps to the stairs, and making the steps not too high so that the character in unreal can walk up and down the steps without a interruption. The next asset was the foliage of the vines that I created with a cylinder and inserted lots of edge loops and grabbed the vertices and moved them around so it looks zig zagged.

The second to last props that I worked on was the boat that took a good amount of time trying to get the sail correct and not having it clip the support that it has. I made the platform of the boat with cylinders cut in half and bridged to get that flat top and the circular ends to the wood texture that fits the scene.

The last thing that I worked on and took a good amount of time on was the watch tower. Everything was easy until it got to the top making the characters and also the wood that sits on each side was a bit difficult but was completed.







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