Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout
Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass
Week 3.5: finish surfacing/decals, final lighting pass, fix any remaining issues
It's here at long last - the finished Metroid VR experience! For the last sprint, I fixed the texture seam on the arm cannon, tweaked the metallic value of it after checking how it looked in the headset, and created a secondary UV set so that Ismael could set up a glow material to make the end of the gun more emissive. For that, I laid out the UVs so the arm cannon was basically cut and flattened in the same order as the physical object, right to left. I also made sure the textures on the player's other hand were connected properly, and then modeled and textured a new item - a spike that comes out of the EMMI's face plates if it kills the player.
https://youtube.com/shorts/8I4ZllhjZ8E link to final VR test - checking out the player's hand and arm cannon in the headset
This project is definitely interesting - the workflow and steps have been very different, and will continue to diverge from stuff I'd usually do on a project next week. Since last week, I've made (small) adjustments to the lighting, updated every model and added a couple more, did a first pass of UVs for everything, and made textures for the floor, chairs, a basic metal material, and basic wall material. I also reimported all the models and made sure everything was in the right place and properly aligned. The trim sheets are still in the conceptual phase and not implemented yet, but I have plans for those and also the adverts and other fun stuff to spice up the car next week.
This was the last 'full' sprint for the Metroid VR experience. I finalized the model for the player's regular hand and textured both that and the arm cannon. I made sure to look at them in VR and make some adjustments based on the lighting in the project and how they appear currently. They aren't hooked up to the player's hand controllers yet. Any remaining work I do on this project will likely be minor tweaks to these models and textures based on feedback and further testing from the team.
I decided to do something completely different for this last project. Up until now, I've made props or single objects like vehicles, and one environment [that still had a 'hero object']. Now, I will be creating an environment made of modular pieces, with a focus on working in-engine and using textures and materials efficiently. I plan to use decals, floaters, and trim sheets. I will be using the popular Unreal project subway as my main reference, but will change up the lighting and texturing a bit to make it my own. I would also like to make a post-apocalyptic version of this in the future, but probably won't get to it with the current scope of this project.
I currently have 21 modular pieces, and may have to add 1 or 2 more, as well as some small props for setdressing. This is the first time I've moved straight into UE with a blockout, and it took me a while to set up the whole layout and figure out how to line all the pieces up. Luckily, I do have a great reference from the original subway project.
Week 1: modular kit blocked out, setup and first lighting pass in UE, plan trim sheets
Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout
Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass
Week 4: finish surfacing/decals, final lighting pass, fix any remaining issues
We only had a few days since the last turn-in to perfect this project, but I've definitely made some changes. I wasn't happy with h...