Thursday, 21 April 2016

Weekly summary for last week and this week

Unfortunately I forgot to post a weekly summary last week so I'm going to include what I done last week in this post.

Last week:


Last week I manage to get the rest of the 3D enviroment assets, bake them and uv unwrapped them. I finally managed to figured out how to get somewhat decent bakes done via to low poly baking. I was using the smooth proxy instead of the normal smooth tool on my high poly models. There's still more I need to learn with high to low poly baking.

These are the modes I was working on last week. They are all unwrapped and baked. Minus the lights.



These last two images are the button that the player has to crash the car into (this is 'one button' aspect of our brief). The last one are some lights I molded to be placed into the game. 



This week:


Over this weekend I spent most of the time texturing my models and placing the models in UE4 to text the normal maps. Once they were done, I gave the models to my team mate Nick on Monday/Tuesday, so he could place them in UE4. Once placed, I placed all the albedo, normal, oa, roughness and metal maps to the models in game.
This week I also got my team mate Matt to create some signs in Maya, to be placed in the game. Once he created them, I textured the signs 

Instead of posting every single texture map I created on to this post, I created a contact sheet for all the texture maps I created. 



I forgot to add the billboard maps to the contact sheet


The links below is where I got my images for my billboard advertisements from: 


 

Before I passed the models on to Nick to import into game, I test the models in UE4.
Here's the results:

















Friday, 8 April 2016

Unfortunately, I was hoping to get the 3D environments assets done for the game by now, but I've only just got few enviroment pieces to work yesterday. Thankfully, I started to work from my own research, early on the week as I wanted to get them done.

I also started to work on the track, I took inspiration from the roller coasters as we originally relied on gravity to move the soap box cars along the track. But from feed back from my team and Nick now also working on the blue prints and changing it to the cars moving themselves. So I went back and changed the track.

(Original track I created)
 
(Re do of the track. I made it into sections so the blue-printers Matt and Nick could place the tracks and sort the collusion. It was originally on piece, but Nick was having problems sorting out the collision)


(I was also working on some building assets at the beginning of the week. Though I didn't receive any enviroment concept pieces at that time, I wanted to get started on the enviroment assets and worked from my research to create something.)

Aims for next week:
Get all of the 3D models done, UV unwrap and begin to texture.

I made the high and low poly model of this building during the week. Have yet to start baking them, but I shall do that once I created all of the 3D models.





This model below is a was created from looking at my team mate Scott's concept piece, which I got later half of this week.