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Showing posts from November, 2023

Week 4 Sprint Results

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 I keep trying and I'm not sure where I'm going wrong. At this point I've basically got confirmation that I'm failing this class no matter what I do, and getting that notice sucked all the air out of me. Still, I managed to get some work done, and I guess I'm proud of myself a little bit for what I managed to do.  I had a number of things sent back to in progress and I had to go back and review things. It's not a big problem, but it was some extra things to work on: For the doors, I initially planned on doing a shader to switch between white and tan coloration. As I realized that the smart material wouldn't really work with shaders in the way I wanted, without some heavy tweaking, I decided to use the extra space on my texture map in order to accommodate this change.  With the design of the greenhouse, I'm hoping to use texture-baking to create the impression of the lattice structure without having to boost the polycount in-game. A challenge I may run in

Week 3 Sprint Results

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 Well, at least some things happened.  I got tasked with making doors, and I got almost there. I also set up skyboxes with some transition effects, which were pretty cool. My original plan was to make a shader that could blend between the two skyboxes, but that didn't really work out; as it turns out, you need to explicitly set up a six-sided skybox and then use a third-party shader to blend between the two successfully, which I did not have the time for.  I also made animations and sound effects for the doors. I am currently working on the door model, and I'm very excited to try and get this done, since I want to try out a new technique to use a shader to blend things together.  Most of all I'm just kind of worried about this class. I think I already failed it so I'm not putting 100% of effort in since it feels pointless. I'm trying to fix that attitude, but I can't unless I get a definite answer on whether or not I can actually turn this around.

Week 2 Sprint Results

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For this sprint, I tried to make the bus work, realized it was becoming a black hole of time where I wasn't really sure where it was going to end up, and decided to focus on other models while shelving it for the time being. However, I did find good reference for the bus, and got good pictures of the near-exact make and model to model from. Instead, I worked on the utility pole model; something that was easily available to me. I found reference for the recommended dimensions of a wooden utility pole, found a reference of the Utility pole from Nuketown itself, and composited it in order to create the necessary reference for the model. I then created a high poly and low poly model, which I textured and made sure worked in the scene as an LOD model.  Additionally, since I knew I wanted to procedurally generate the power cables instead of modeling them in Unity, since there's multiple Utility Poles and it'd be a huge waste of resources to make a dozen realistic looking 3D cable