Sixteenth dev log for Production
What's been happening this week?
Easter break happened between hear and now and I took a bit of time off for myself because i have a rough month coming up with all the work needing to be done.
This week I worked on Texturing the room, setting the lighting up and shader setup.
Here is the textures of all the items added and even redid some original ones:
Since i havent set up any lighting yet everything is quite dark, due to wanting to have a night time theme.
The kettle and the toaster are made of metal and can be clearly seen they are with imperfections and reflections using matcaps for a better look. These were very simple to set up but had a few inverted faces I had to fix
The knifes and the cutting bored were super easy to do due to separating the handle and blade into different materials, i then painted on the metal bots of the handle and were were good to go.
I changed the colour of the wood for the kitchen to be darker because it just fits in the room better, rather then having it super light in a dark room. This was a simple change and I think it came out well.
The sink and toilet are made of marble so they have this mat look rather then being glossy, the tiles on the walls are white because usually a toilet has light colours, I looked into this and its because it makes you feel brighter and happier? its very odd. The shower uses the tiles on the floor instead of being wood. The glass panel is just a cube but with a transparent texture on it.
This is the shelf just before the fish room and it looks really cute and tidy/lived in which I really want that feel to be real in this place. I places these in blender like everything else because it was easier to navigate then in unity.
The fish room came out amazing with the rocks, fishes and the fake caustics on the back it really plays into this being real. this was quite easy to set up with inverted faces and transparent textures. The safes came out great with the emissions.
The wires took a little bit to get the effect i wanted but it was worth it, it adds an effect of energy constantly running through them.
The garage area turned out amazing with it being large you can walk around and stare at the bike but also having other things to look at like the grange door or the TV
The tool cabinet came out amazingly looking just like the ones you can get in the real world getting it to look like this was super easy and simple to do. just a metal coat with some imperfections. The hammer, wrenches and the screwdrivers all were super simple to texture allowing me to make them like real world one.
The TV in the garadge will add some light to a dim area of the house but also filling up space that would have been left blank.
The bed material looks great almost like its a real bed with a nice soft surface and silky smooth.
After setting up lighting and post processing with many issues such as, needing more candles because it was to dark in many places. it came out better then I could every have hoped the lighting was exactly what I was wanting and the postprocessing just added to that.
Sprint 4
This was the last main sprint we still have 3 weeks till work needs to be in so i will have another tag that shows what i will be doing for those 3 weeks, I will be taking a week break for dissertation so really only 2 weeks left.
Thoughts on progress
The progress I have made is really good, there only a few more things I need to add such as: animations, way to switch worlds, FPS character and testing final build. So far the progress has been great but I could have done a lot of things better such at the UV maps they look messy to anyone that isn't me, they make sense to me but if this was going to be part of a games company it probably wouldn't be allowed.
Next Work Session
Nest work session i will be working on animations, way to switch worlds, FPS character and testing final build
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