Devlog 11
Eleven dev log for Production
What's been happening this week?
This week i have been working on making the kitchen exactly how I envisioned it. with some size adjustments since the room changed.
When making the kitchen my original design was to have the fire place in the middle of two counters but realistically that doesn't make any sense, either the player is a twig and can fit down tiny gaps or the firepit would be tiny which I also didn't want. This was another oversite in the Pre-Production segment, with the size change it still isn't possible and would just look back so i opted to remove the other counter top and replace it with a large firepit which I think looks amazing and turned out great in the end. The prosses of making this was very easy and simple not to much hard work, allowing for a nice calming activity of building this area. I also decided to make little curved pillars to make the room feel less "boring" and fit well with what I have designed. Doing all of this was quite simple and I didn't come across any problems that's not to say I wouldn't change it if I did it again. I would make the counters out of different pieces rather then one big piece, this would make the work flow faster and easier to understand what's what. I didn't use a reference to make this i just went off what I thought looked nice but also used a lot of images to get the general idea of what a kitchen looks like.
I then created the podium for the light cycle and used the actual model as a reference. this allowed me to get a really good understanding of how big it should be and where in the room it should go. I choose the middle since its meant to be the centrepiece of the room. This all went very smoothly and didn't really have any issues the only issue i had was thinking about how to make it spin bit I thought ill think more about that when the time comes to animate it. This was created using mostly just extruding and sizing.
Making a bed is something I had no clue on what to do, but in the end using the cloth tool on a high poly model and then decimating it down to keep the look but lower the poly count dramatically worked amazingly. this would not be an option if it were to move at all but since its static it works out well for this use case.
Thoughts on progress
My progress has been a bit slow this week if I have to look at it a a whole, I haven't really accomplished much other then getting the models to a point where I like them. Been having to work on other projects here and there so much time was quite divided. I'm happy with how the models turned out and the prosses i used to make them.
Next Work Session
Next week i plan on creating the textures for these models and implementing them into unity, allowing me to text lighting and look into if what I'm creating works well with the shader I want to use along with that types of lighting tools I need to use.



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