For this project, I do believe I was able to some extent
improved with time management, or at least when it came to blog post. With the
blog post, unlike before left them to the last moment before hand in – this I
will admit. However, this year I did manage to keep on top of them and also
what I learnt from last year is not to post them straight away. I waited for a
few day, went back to read them to see if they were readable and understandable,
then posted them.
I still need to improve with time management for the rest
the project, but I do believe I am improving.
With UE4, there’s still a lot I need to improve on, as I
have yet to fully understand blueprints. Though I can get basic blueprints done
such as movements, sound triggers, looking and UI. But there’s still a lot I
need to learn. Next time or if I had the chance to re-do the project I would
look at a lot more tutorial for blueprints. But I am pleased what I’ve produced
with the game prototype and I am very pleased with what I produced with the
pitch document.
For the art tests I am somewhat pleased with what I have
done, nevertheless there’s still a lot more that I could improve on. I could
learn a lot more about Xnormals and try to get better bakes done for my models.
If I had the chance to re do the art test I would try to look at more tutorials
and practice more with Xnormals. From my experiences though, I found that using
Photoshop to correct the normal maps can help. For one instance I found using
both a high and low ploy bake and using a height map to generate normal maps
can give a better result.
Also next time I wish to use Zbrush more to add extra
details to my high poly models in Maya. I briefly experimented with this but unfortunately
I didn’t get the results I wanted. I have learnt from the experience and wish
to pursue this further and do more experimentation in my own studies.
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