Sunday 26 January 2020

Week 8- refining and final strecthes

As It is closing in on our deadline for the project, we have have a very productive week of refining the work we have made and finalising the game especially in the theatre room environment.

Kyran:

This week I have been doing a mixture of different work. But primarily I had been tasked by Hannah to experiment with looking at some Gothic architectural cages and blocking them out in engine. I feel they really made the space a lot more interesting and despite having really simplistic shapes they work well in the environment.



Stasis Chamber:

Regarding the other major task I had through the week was to help Josef with the stasis chamber. Thursday we spent the day looking at using tilling materials with unique baked information.

Exposing parameters like the detail normal scaling, roughness value control and even custom grunge masks to add extra levels of detail on top of the asset.
This is relatively time efficient once the material is set up. and should help in making sure the stasis chamber looks complete come presentation day.




Willow:

This week has been yet another busy and productive week. The majority of my time has been dedicated to trying to tweak the current lighting pass. Due to changing it so dramatically in a short period of time after Sony's review I've had a lot of work to do regarding making this night time lighting feel real. Lots of balancing of shadows and highlights. Lots of experimenting with colours and tones.
To push this I have created a moving candle material to add to small lanterns that have been made. This is to try help create a fake sense of dynamic light and use this to create hotspots to draw the player in a environment that is quite dark in nature.
As well as this I worked on creating a steam particle effect, though I don't believe we will be able to implement this into the game due to the difficulty of making steam inexpensive, due to the constant overlapping of the particles.
Post processing has also been changed a lot this week. It's had to be adjusted to suit the new lighting. We have also added a third process to try create a dramatic entrance when entering the second room. This is still very much in review though.

Lots more tweaking to do next week!

Hannah:

This week I had a brainstorm with our Tutor, Simon Fenton, on how to help improve our surgical theatre room. He made a suggestion that as a team we were all pretty hesitant about, which was add some ornate cages. Asking Kyran to quickly block this out we were all a bit sceptical. Turns out we all really like it!
I spent a little more time thinking how we could set dress these new areas with small props that could be quick and easy to make for the team. Taking loose inspiration from Skyrim, I've settled on some piles of straw, a small stool, using Kevin's upturned bucket, a Cross and plenty of shackles. We can use this new location to hide our key in as well!





Finally I've also been working on a sink for the Surgical Theatre. We had this idea very early on but it we scrapped it. However now things are starting to come together we realise we can populate this room a little more than initially intended. I'm really looking forward to getting the final texture on this and have lots of grime at the bottom of that sink!




Josef:

This week was about making the weekly sprint to finish the stasis chamber and have it ready to texture. 

Both those targets were met with a few hiccups but we're solved in the end and in time. Kyran decided on trying a method of tiling normals to give the surface high frequency detailing at a cheap and affordable cost. It looked pretty amazing from a detail perspective. Finding a way to blend that method with a hand painted base colour could be something to look into. But now the interior is ready for Victor to texture and design. And I'll be taking the exterior. All in all a busy and intense week. But it paid off. Onto next weeks sprint. 

Chris:

This week I first returned to the electrical components i had worked on last week and continued to work on them beyond their initial first pass. Once this was done, I moved onto hooking up all the electrical components to wires using splines, as well as making a start on using more wires to dress the scene up a bit more. I was also tasked with set dressing the bookshelf which had been rather empty up until this point. also, due to the lighting changes i was also tasked with set dressing a now barren-looking corner that was originally in darkness


Max:

This week was a tricky one for me due to injury but I ended up doing work I’m proud of, I made five variety of spider web decals with a slight wind effect so they are not static, I also had a great time working on a lantern texture for our scene which I was aware will he used a lot to I made sure the texture didn’t have any noticeable repetitive details. I also enjoyed making a water dripping particle for the table in our lab which I was more than happy to do as I have an interest into VFX, lastly other than fixing some issues with my meshes and textures I modelled and textured a drain for the second room.

Urim:

This week I worked on mostly refining the assets I made already. This was from receiving feedback from Sony and what they thought of the certain areas I worked on. I firstly worked on making sure the exit was at a complete stage with complete textures. The main area was the stairs section. I gathered better reference for the stairs and spent time making sure it was at a high quality. I also added side trims to break up the shapes more. I also added a tiling texture for the wood section of the exit for higher detail as the player will be face-on in that area.

I then worked on the curved wall and applied the same method with the exit wood. I created a tiling texture for the wood and applied it to the wood section of the curved wall. The main critic Sony had for that section were, that there was edgewear all around the woods and that it wouldn't make sense for that to happen in real life. This was thankfully sorted. 

I then had to add some new audio for some new features in the lab room and most importantly the theater room as it felt quite dull and boring. The audio's I needed to get was: Correct, Wrong SFX for the lever area, new squeaky noise for spinning the chalkboard, mixed ambient sound for the theater and stuff being dropped once you go further down the theater. 

I also worked on fixing the fence in the lab area as it didn't match the edgewear of the wood beams and textures. I used Viktor's technique for the beams on the fence so now it's tiling with a unique normal and edgewear mask with parameters than can be changed in engine. 


Adrian:

This week I worked on refining and optimizing the large loading door.

One of the comment from the Sony feedback was that the door felt to big. We realized that when a a person is spawned into the starting room that they don't not know that the loading door or get any indication that the loading door is used for loading. It appears to be a giant door without any context and make the scale feel off.

We decided to add a blocking plank (like a floor board) that spans across both doors and add warning signs to each door about "Risk of fall". To help and give the player context to why the door is so big in a room which otherwise looks and feels like a smallish attic office.

We are tell trying to determine the right scale for the door.

So part of refining and optimizing the door, handles, chain and lock was to put everything mesh on to one UV sheet and that all the components had the same textual density. This meant that I had to redo the door texturing again, and also refine the chain and the lock 


When imported into the unreal the door and the chain, lock handle are two separate meshes so that they can be scaled independently of each other.

This week I also started working on damp decals for the roof and wooden beams.

Viktor:

This week, after evaluating the workload and remaining time in the team, I've been asked to help out in the environment artist team, polishing some assets to a higher standard.

The current issues we had was the seating area and most modular assets in the 2nd room we have, had too lox texel density as they are all followed the unique UV and high to low bake method, but simply was too big to fit into a 2K map and get decent quality out of them.  So I've remodelled the seating area, tweaked some banisters and stairs to be used with tiling textures and even we've lost some nice edge wearing, the overall quality is much better now and consistent across the assets.


After the seating, came the middle wall that separates our 2 rooms, needed more material slots and again, uniform texel density so I've cleaned up the mesh, redone the UVs and applied the textures accordingly.


After the big architectural elements were finished, I've started to add fine detailing around the wall in the form of trims. Trim o nthe bottom, trims on the top, where the tile and plaster materials meet, also similar trims used around the wooden beams where they meet the floor. It's very important to add these details around the connection points of different meshes and assets, as they are more grounded in reality, without them. It's always advised to try to hide or get rid of visible straight lines and super sharp intersections as they immediately stand out and look cheap.


Luke:

this week i worked on refining all of the textures, pivot points and models for my assets that were in the scene. I also modelled, textured and imported the scales, cross and stools into the scene along with finishing the soap dish and soap models and textures.

Shay:

02/12/2019 - Fixed the valve surgery wheel and did some changes to the gramaphone mesh

03/12/2019 - Created the opacity master material for props and imported the gramaphone mesh into the scene. The bookshelf also now works as intended.

04/12/2019 - Gramaphone changes! Now the bar slides out, the handle spins and I added music to it. I also changed the window collisions so that objects could bounce off of it better, along with the desks.

05/12/2019 - Created a new lock/unlock system to fix force drop problems. Attempting to fix dropping issue with wheel. Made sure the book was straightened in the blueprint. Bookshelf now spins and the false bottom works.

9/12/2019 - Sound work mainly, changed the lever's dynamic way of spawning new levers. So now it's more clear in code and looks better in engine.

10/12/2020 - Fixed the chamber after a drastic movement in the level, but the mechanics level was checked out by me, so i had to get latest and fix all the mechanics of the chamber back by hand. Added sounds to the chamber.

11/12/2019 - Added a tool from juriaan's toolbelt with some changes here and there, and fixed some errors that came up on the stasis chamber when importing the mesh back in.

12/01/2019 - Bandage Box fully exported, and fixed the chamber collisions. Worked more on the gramaphone.

16/12/2019 - Moved everything out of persistent level and changed the lock mechanic for the bookcase, so that no one can grab the book after pulling it down. Set the level change in the lobby room to our level. renamed all the levels to have proper nomenclature. Added audio made by Urim to their appropriate locations.

06/01/2020 - Modified lab props, moved a little around and tried fixing a little bit more the gramaphone object.

07/01/2020 - Updated the stasis chamber quite a bit with Jo to make sure no changes affect gameplay. I also tried simplifying the gramaphone code a whole bunch and deleted the chamber interior.

09/01/2020 - Worked more on the gramaphone, today was only focused on that and building.

13/01/2020 - Added more interactable meshes to the scene (i.e. meshes you can pick up). The key now is a child of the sawdust mesh, so it goes up with the platform as the sawdust is a child of the BP_TrapDoor. Changed how far you can pull the book down on the bookshelf. I also added the theatre gates to mechanics to make them moveable. Along with that, made sure to change Smashmouth to Beethoven for my sanity. Updated the chamber textures in engine.

14/01/2020 - Gramaphone has been completely fixed, the music plays very well and resets perfectly, I've also made sure to carry quite a few builds today to ensure the final product is playable when we get our presentation done. I've also made sure to fix some collision errors and changed the bookshelf to slide instead of rotating. I also made sure all knives were interactable with a custom pivot point. I finally added the crank to the scene to operate the lab surgery platform.

15/01/2020 - Finishing touches on the gramaphone, made sure the bumps were more visible. Also worked some more on the build, which will be quite a prominent problem through this and next week.

16/01/2020 - Placed sawdusts on top of each other and changed their collisions to allow players to pick up the keys without getting a back ache. I also added a way of restarting the level once the game has been won.

17/01/2020 - Created a blueprint to solve ticket locations, along with a placeholder material for visual debugging.

20/01/2020 - created a pillow asset that still needs texturing. Made a material for the notes to light up when put in the correct order, the notes now light up when put in the correct order in a specific world axis.

21/01/2020 - Fixed and finished the notesolver blueprint, now the notes display a feedback to the player when placed in the right order wherever the player is placed or rotated, only need to add a good enough material for the correct effect.
Took down the crank and replaced it with a trigger collision box, now the player triggers the panel movement and bookshelf by walking in.
I've also added an FX level for any effects inside the Theatre or Lab Levels.


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