CAGD 373
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.
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.
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.
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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