Friday 24 October 2014

Week 4 : Post Mortem and Moving On



   Yesterday marked the end of the Film Room project, with presentations and hand-ins. Since then we've had a good chance to look through our work, celebrate our achievements and make resolutions for the future. Honestly, at this point, I feel more excited about Game Art than I have before and I can't wait for the Sentry Gun project.
   If I'm brutally honest, I think our presentation yesterday could have gone better. Probably just by better preparation next time, instead of leaving it to the night before. I was so nervous about it, but then again, I'm always nervous about presentations. I hope that goes away someday.



   These are the other objects I initially textured, but didn't post on my last blog. Ironically, the one I was least looking forward to (the rug) has turned out to be on of my favourites and I'm actually really pleased with it. I'm not incredibly happy with the wall assets, but they look quite good in the scene, because they're small enough that their lack of detail doesn't really matter too much. 


   I also textured the wall, which I thought would be really difficult because of the tree paintings, so it wasn't like I could do a simple tiled texture. To be honest it wasn't too bad, I had a little trouble with the normal maps, because they could have done with being tiled, but there was a ridge around the top of the wall that I needed to include. Later on though, I made two separate bump maps that Mark helped me to get working in engine.


   Before this project, I had never understood lightmaps. Throughout this project though, by going through a lot of trial and error, redoing light maps and learning light map density FINALLY, all is clear. Well, I don't know about that, but it's definitely better; at least I understand it now.


   Also, towards the end of this project, we realised we hadn't built any curtains, so I undertook the job of making them. At first I tried sculpting in z-brush to get the folds in the fabric. I kind of thought that maybe I could hit two birds with one stone, as I had never used z-brush before and I thought this would be my perfect opportunity. Lucy guided me through this, so I feel a little more enlightened about the program and the processes involved, but still quite a lot of me is befuddled. 
   Anyway, that didn't work too well, because I ended up changing the model after the scalp, which had an impact on the normal uvs I had baked. So in the end, for times sake, I just build a moderately low poly model instead, which from the  distance the camera shoots it does quite well. 


   The lighting was quite tricky to get right in our scene, because even though it looks like the only lights are coming from the two lamps in the picture below, we needed to add a lot more to illuminate our scene right. You can see on the characters that a light is illuminating them from in front of the shot, so we added a directional light outside to point in aswell.




   This is our scene in comparison to the film scene. There are a few things wrong with ours, for instance, the back room is too light in our scene and the back wall is too wide. The colour is also slightly off in ours. Because of post processing, we found it quite difficult to pinpoint the colours sometimes, but I think we should have maybe tweaked the colour of the lighting.



These are just some pretty renders :D

   In conclusion, there's a lot I would fix next time, one being that I would use my time more efficiently, so to have more time in engine to perfect it. Saying that, I'm really proud of my group, and myself. I've found working with them a really enjoyable experience, which I don't think would have been as good if it wasn't for the support we gave one another. The next project coming up is the Sentry gun, which is going to be awesome! Can't wait!

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