Saturday 8 February 2020

Final Week! Production ends and reviewing the project

That's a wrap on our VR project. It has certainly been an experience exploring a new medium, seeing how immersive VR can be as well as learning about its technical limitations. To conclude the project, we primarily have spent this week prepping for the presentation next Wednesday to Sony, ensuring our project is submitted correctly and running according to the project specifications given (focusing on running at a consistent 80 FPS).


Kyran:

Production:

For me this week has really been about ensuring the team has put everything they have worked on over the course of the project and ensure it is in the UE4 scene. To add to this, I put a hard and soft deadline on the project to take precaution of working all the way up to the very deadline. It feels very nice to say that the scope of the production was achievable and we met the majority of all tasks we originally set out to do and even went beyond that and included some very interesting stretch goals.

Assets:

Each team member had to create one of these pages to show the exacts of the work they had been working on throughout the duration of the project. I'm rather pleased with the assets I have been making throughout the project, I have had the chance to work on some interesting challenges and learned a lot through working on these props and environment pieces.



Hannah:

This week our time was spent cleaning up the project and finalising our assets for submission. As a last minute fix up I helped Luke and Chris prep the textures for the sawdust and hay piles, they were proving rather tricky with their Alpha masks and the texture itself. I used photos from my recent research trip to make the basic texture and put these into designer to get the normal and packed map information. Added with some feedback from tutor Henry we I added some nodes to aid the alpha fade off and added some subsurface scattering.



We were also putting our assets together ready for peer parking and it was a really nice opportunity for all of us to reflect on what we had done. Everyone has done a lot throughout this project and it's really exciting to see how far we all have come.




Willow:

This week has brought to the end of production, making it a very busy week for last minute touches. For me this meant having a final review on lighting with a couple different people with more knowledge on the subject that me to see how it can be approved. I did this on a one to one basis having them play through while I noted down what they said so I could go through a tick them off as I completed the items on the list.  This took up most of week for myself. I also took time to clean up the lights and making sure they were optimised fully.
As this week was the conclusion I took the time to also organise all my work over the last 12-13 weeks on a A4 sheet of paper for submission.



Josef:



Adrian:


















Max:

This week for me has been a very relaxed one because thankfully as much as I have loved working with the team and on this project it is finally over and I can enjoy the final product! This week I have worked on fixing a couple textures and adding blood decals. I am really happy with the game and I think the team effort has been amazing to create a great experience. Another note I am so impressed with Urim’s talent of making truly believable cinematics. Cannot wait for the next project and hope I have a team as amazing as this one.






Urim:

The final full week of production has come to an end and I'm very pleased the way this project has turned out. Everyone did amazingly. This week I did 2 different videos for the cinematic sequence. It was a first pass video with an old scene to test out the shots and get feedback on what type of shots need improving. I also created an environment only cinematic showcasing just the assets and overall scene. I then refined some of the assets that needed new textures like the fence. I also fixed some audio issues that needed fixing i.e. sounds were too low or not working. Finally, I re-recorded the game play and some shots within the final scene. I put them together and created the 3 cinematics for the project.



Viktor:

This week I've finished more of the contact shadow decals, so for all the assets that stood out we could add them to ground them in the scene.




After doing the snake skin simulations in nCloth, I've worked on a tiling texture to use with them.




As last week I had to help with texturing work on the chamber, I got given the levers too this Monday to treat them in a similar way, so we can avoid mis-matching textures and colours. I'm very happy with how they've turned out.



Being so close to the end of this project, luckily there's not a lot left to do, so I could work a little bit on polishing some textures. the plague mask got some more variations, some damage and grime on it and sits much better in the scene.



With basically all of my assets ticked off from the list, I was able to help the team with cleaning up the project. This included checking and correcting naming conventions, checking texture sizes and resizing them if they were over 2K, deleting assets that are old versions and not used in the scene at all and setting up LODs for assets that didn't have any. As there are no tools for this cleanup to be automated, I had to do everything manually, one by one. Took around 3 days to get around it, but worth the effort. We might even got a frame or two!




Shay:
27/02/2020

I Missed a couple weeks of blogs so i'm to quickly go over the things I done and include some images.

I was advised to make the decals into a atlas so that I didn't have multiple materials. I made several of these to add variation to the blood. I had to do a lot of trail and error for the blood as it wasn't looking right in the scene.



Keep getting feedback on the plaster and how it look empty so I had to go back and edit it. I made another worn out material and used vertex painting to blend them. Although you cant really see them in the scene it does it does add variation to it.



In the team meeting someone mentioned adding vertex painting to the tiles to make them more bloody so that's what I did. I made a quick blood material in  Substance Designer and added into the scene. The results came out pretty well and the team seemed to like it.


Dirt decals also were made and added into the scene



For the Wooden floor material Simon mentioned he would like to see more height variation so I fixed that. He also told me to cut off the beams that go straight through the pillar as the wood wouldn't do that in real life. I decided to vertex paint a more worn down version of the wood to add more variation. 






Kevin:

For this, I focus on doing my final props newspaper and different types of books.
During the last week notice my I had refined some assets as the roughness level was not good enough.
I had to create textures in substance to help roughness value

1. Creates variation of sculpting  on the books



2. create different materials
3. Create  patterns for alphas in Maya
4. Different text for newspaper



Final I had gathered all the props I had done for the project  to showcase

what I have done this project.




To conclude this blog and the project, it has really come together at the end and the team has managed to deliver an immersive VR escape room experience, with strong character and personality in the environment.

GIF progress of Lab Room:





GIF progress of Surgical Theatre:


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