Sunday 2 February 2020

Week 9- The project comes together!

To summarise this week, it's been incredibly busy trying to thread together the last bulk of the work we require to complete the project. The team has been working hard throughout the week, going back over assets to tweak and improve, set dressing and finishing off the remainder of the asset list. With the deadline closing in (11th Feb) we still need to ensure our project is consistently running at 80 FPS, and have our project submitted with all the requirements. I've decided that the team will hand in the project on the 6th to avoid any last minute stress and pressures.

Kyran:

For me this week has primarily been about polishing up assets I have already created, as well as working on a few new exciting things for the project!

Decals:

Earlier in the week our tutor Simon, gave us some very constructive feedback and mentioned about suggestive clues to one of our puzzles that requires a person to go looking for cards with numbers and letters on them. So I decided to make a little chalk decal to outline where the cards should be, with two or three already in place it will help familiarise the player with their current objective and hint them towards going to find the lost few pieces.

Exit Door:

One of my other tasks this week was to finish the creation of the exit door, this is a task that had been on going for a few weeks but other assets or problems came up which for a short while meant I needed to leave the asset and re visit it at a later date.

With this asset being rather large in the scene I wanted to make sure I got the most optimal results out of my UV Map. By making half of the door (cutting the image below in half) I was able to get a better texture resolution out of the asset and holding up good quality at only being a 1k material.



World aligned material:

After some talks with Viktor, we thought it could be a nice idea to add a world aligned material to the cages in the second room; having a grungier bottom to the cage and having a gradient fall off. After some set up and help from tutors, I was able to learn a little about how to set up the pre made material function inside of unreal. The way this has been set up, allows the material function to be used with any asset within the scene, and in a separate instance you can control the gradient fall of each individual object.



Hannah:

This week Hannah has primarily been focusing on refining and polishing up the art bible ready for our final presentation of the project. Apart from this, She travelled to a stables near where she lives to find some first hand references that could potentially be useful for creating hay piles in the cages, and finished off the sinks that sit in the second room.





Josef:

Josef had a particularly big task this week with finishing off the stasis chamber, lots of hours and hard work have been put into the chamber to make it look as good as possible in the finished result.
He also worked alongside Viktor who helped with polishing up the texturing side of the process, when looking in scene it works really coherently which is great to see.




Chris:

This week I started by continuing to set dress areas of the scene with wires and various other props to give the scene more life. Cushions were arranged in the theatre to appear as if a lecture had just finished or had been set up ready for a new one, and the areas around the sinks and cage were also given some attention. Wires now connect to the lamps, chandelier, and stasis chamber. For the later part of the week, I had a look at Shay's saw dust texture and began making tweaks in substance designer to create a finer grained texture.

Willow:

Willow has been working throughout the week tweaking the lighting more, after seeing a drastic turn around from the last Sony presentation, the progression has been extraordinary and the overall impact the lighting is having in setting the tone and atmosphere for the environment is really strong. This week she's been tweaking colour grading and even made a shadow decal to put into the environment. Movable objects in VR have a hard time with casting good shadows so a decal is a good solution to this problem.

Without decal


With decal


Lighting Progress


Max:

This week Max has been revisiting some assets in the scene that need touch ups here and there, little details like adding restraints to the surgery table have now been included. he's also spent some time on the back panel of the levers- working to improve the overall texture quality by adding some normal details where before it was looking a little flat. To polish it off he's going to be going back and adding damages and paint wearing where the levers are getting pulled down.

Urim:

Apart from working on improving the audio in the scene; Urim has been working this week to plan out the games sequencer. So once the project is complete he can add the sequencer trailer and it will be a really cool way to showcase the environment we have made.

Rough storyboard drafting




Adrian:

As Adrian finished off his asset list earlier this week, we got him to jump in and help with the creating of decals in the scene. Here you will find the water damage/ damp decals as well as some scratch marks for the flooring where there would be frequent movement of the chairs and furniture.



We also received frequent feedback that the door was feeling far too large when playing it in game. So to act upon that Adrian changed the scale slightly and added beams just to frame the door a little better.





















Viktor:

Viktor has been extremely versatile this week; from texturing the chamber to refining snake skin. Viktor has been working on making sure the stasis chamber gets finished in time for our deadline- having the job spilt between two people made the task much faster to complete and gave the results we needed.

chamber interior


Chamber Exterior


Snake Skins:

For a second pass Viktor has gone back and re simulated the snake skins; due to the nature of things changing in a game environment, the beams have been shuffled. However, now they're in specific areas with unique simulations it will add a lot of visual interest to the environment! Especially if you look to the ceiling.




Occlusion decals:

A very nice detail to be added to movable objects in the environment. VR heavily punishes shadows with movable objects due to the technical limitations put on the lighting. This decal creates a cast shadow underneath the object to help it sit better in the environment.



Luke:

This week Luke has been helping with getting some newer small props into the environment; such as a Stool, shackles for the cage, cross and even helping making the stacks of hay for the cages. All assets are now placed inside of engine and really help with the setting of the environment.

Shay:

Shay has been working tirelessly to get the decals into the environment alongside some help from others. The progression has been phenomenal and it has truly built an atmosphere and character to the scene.




Kevin:

Kevin this week has been continuing working on some of the smaller assets in the scene, more books and little magazines for the vomitorium area. These assets once in scene will help break up the set of books we already have and I believe it will look less repeated to the players.





To conclude this blog post, the team has been very productive this week, with only a few days left of production on this project, the environment has really taken shape and I look forwards to seeing the final result we output on the 6th!

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