CAGD 470

Me No Sea 

Blog Post 1

 For Sprint 1 of this new title, Me No Sea was fast; the deadline was only one week. For this project, I will be working as a 3D modeler/Flex. Having everything prepped for the team by the designer helped the team see the vision they were going for. The producer started sending out tasks for the team to get started.  So, the first task I tackled was making the tutorial map. The map was needed to help players understand the gameplay before jumping into the actual game. I made sure to always show the designer the map outline and make sure he agreed with the design. 

So, this is what I created: the player starts in a hallway with light so the player can see and collect the scanner. For the next sprint, I'll provide the player with pop-up texts that will help the player learn the gameplay.  I will make sure that a control tab will show the player how to move around and use the scanner we provide for the player. We want to get the tutorial done by the end of sprint 2, so playtesting can be done. Getting feedback as soon as possible will help steer the game in the right direction. 

The next task I was assigned for this sprint was making some of the loot that the player will find when diving into the sea. One of the loot items found in the game is an emerald. The emerald will be found scattered around the diving site, so you can potentially find more than just one.



The making of the emerald was somewhat easy to make, but the texturing came with problems. I was going back and forth with the designer to get the right texture that he was envisioning. The first model of the emerald wasn't what he was looking for. He wanted fewer scratches, more translucency, and to be able to see the edges better. To get to the designer's wishes, I went back into Maya and added more edges and bevels. Another error that I made was that the front of the emerald had detail and the back didn't. I mirrored the object, so the back and front looked the same all around. After I added more edges, I hardened the edges so that they're more visible and the texture won't override the shape. With more back-and-forth with the designer, the top emerald was made and ready for the game.

The next loot asset that I worked on was a diamond that will also be scattered around the map. The diamond was a model that came out great.  The only problem was having quads for the shape, because the first time I tried modeling it, triangles appeared. I got the quads to start showing up after I started adding cuts around the shape of the model. After completing the model, the designer was happy with how it turned out, not like the emerald, where lots of rework needed to happen. 
At first, it was all smooth edges, but with the emerald, I also hardened the edges to get that cut feature. I knew that diamonds aren't blue or fully white; I made it a blend of both. Another asset that was created was a simple pearl. The reason it was simple to make because it was a sphere that had been smoothed to get that ball look. This is also an asset that will be collected by players to earn money for their findings.

Going into the next sprint, I'm going to work on UI for the tutorial map and some more models. Since the sprints are going back to 2 weeks, I will get more work completed to aim closer to the finished product.










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