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
This sprint, I was working on a final pass of Samus/the player's arm cannon. Up until now, we had used the proxy model in the game, which was lacking a lot of medium and small-level details and even some larger shapes. Since this project is for VR, I tried to optimize the poly count, even though this is a pretty round item. I spent a fair amount of time researching to find images of all angles of this cannon and how it functions in-game. I completed the high-res, game-res, UVs, and bake since the last update. The current texture you see is not final, and I will be working on that next sprint, as well as a final texture for the player's other hand.
This week, I was very busy with Capstone (again/still). I am nearly done with the high-res for this boombox and am working on the game-res largely in parallel with this process. I also spent a fair amount of time looking at references and researching various parts so I can properly recreate the images. The model is looking pretty good, so I'm okay with taking it slower, but I will have to work extra hard next week to catch up to my schedule and make sure I have enough time to texture it properly.
Week 3: Texturing and lighting 1st pass
Week 4: Final texturing and display
In the past couple of weeks, the 3D modelers have been continuing to work on retexturing all the assets in the experience using the new texturing pipeline. I worked on the factory ceiling panels that are seen outside the window [had to re-do a couple of things, because the curvature map created seams at the ends of the panels]. I spent the rest of my time working on revamping the player's arm cannon, since the current model in the game is still technically the proxy [there was a lot of medium-level detail missing in the geometry]. I will be making a final texture for that and the player's other hand next.
New week, new 3D project - a retro boombox. This week, I found references, created the proxy model, and started on the high-res model. I am using this project to research producing realistic textures [with an emphasis on metal and manmade materials] and develop a full texturing workflow. Here's my plan for this project:
Week 1: Proxy complete, high-res halfway complete
Week 2: Finalize high-res, complete game-res and UVs
Week 3: Texturing and lighting 1st pass
Week 4: Final texturing and display
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...