Baking and implementing new room textures (100%) 4hr
Painting new blood streak 1hr (90%)
Blood particle effect 30 m (100%)
Total Hours: 10 hr 30m
Positives: Putting in the newer room colors brightens things up a bit, and will hopefully make the scene much easier to navigate, since now other objects can stand out against white instead of black, and details in the floor are easier to see since it has also been lightened (same as in the hallway). The new bloodstain was also really fun to paint, and I think will help telegraph what happened: it begins with a larger pool, and then smear marks leading to a smaller pool, with a particle effect dripping down from the ceiling. If read correctly, it should tell players where Harding was killed, dragged, and possibly where he is now.
Negatives: This is currently being troubleshot, but some of my OBJ files aren’t appearing in the project for anyone else. I’ve tried renaming and re-adding them, manually making sure git is tracking them, and other things. Not sure why it’s not working, but still trying to fix it.
Looking Ahead: Texturing more areas and adding in some VFX
Positives: We have a pretty large spread of different tones and color palattes in our moodboards, and one newer image courtesy of Syd offered brighter colors that might make the room more readable. So this week, I created those materials, which were actually pretty similar to a previous art test.
Negatives: I left Philly this weekend because a family member is very sick, and so most of my Sproj work time was spent traveling and visiting instead. It’s not a very big negative though, all things considered. I still got some textures painted, in what I believe will be closer to final colors for the room visibility wise, and I also really needed to go see them sooner than later.
Arranging in Engine/Shelving Designer Materials (100%) 3h
Finish Pillars, and Furniture Textures/Implement (100%) 5h
Total Hours: 17hr
Positives: So last quarter, I made some procedural sci-fi materials to use in the Unity Scene. This week, to get some more tailored results, I took those into Substance Painter and added them to most if not all filler objects that we currently have, and then also implemented those into unity, to try and get them to look just as good in-engine. I enjoy texturing things, so that was a plus, and there weren’t many bugs or unexpected glitches in the pipeline for getting them into engine after they were exported. I’m also glad to have more time to work on this than last quarter.
Negatives: Things went pretty smoothly, so there weren’t many negatives. Some models need their UVs revisited, but that’s a simple fix.
Positives: This week, all objects have some kind of texture, and the substance was also imported into Unity. It comes with settings for the walls, floor, ceiling, etc, and is also able to have its settings changed in engine for color and tiling amounts. Also next quarter I won’t be taking 20 credits, so that’s exciting.
Negatives: There is so much crunch, and so the textures didn’t make it through into the final demo, but we’re there, so it’s alright. It’ll be nice to work on this more when I’m taking less classes.
Looking Ahead: G D C . And then Break! And then polish quarter.
Positives: Didn’t have as much time again this week, but I still got my tasks mostly done. I’ve worked on exporting the material I’ve made and gotten it up to the point where the parameters are expose-able and more customized to what we want. I’ve also placed more filler models made previously into the study, so that it’s more fleshed out, and modeled out another part of the piano puzzle to go with the model I made last week.
Negatives: Again this week the negative was just being in crunch for some other projects at the same time.
Looking Ahead: More models and implementation/especially models and materials that make the room look less sparse.