This week, I mainly worked on fixing my PBM game, so I didn't do much in the way of our group project. What I did was I added new assets for the walls of each of my levels to make them more interesting, as well as adding an introduction screen with instructions for the game. This took me a few days, but I'm happy with what I ended up with. I definitely learned something new regarding the button mechanic and how to make a main menu. Because of that, that is what I'm most proud of. I hope I'll get more information on what I'm doing next week soon.
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This week was more normal, but I was absent tuesday so you could say it was technically a shorter one. I continued with what I was already doing and moved to placing the walls that I made into the unity scene. As I said, this week I made some more walls and began to bring them into Unity. I don't know why they kept their colors from unity but not their material/texture, but that's an issue for another day, so I won't worry about it right now. It doesn't affect anything anyways. Personally, I preferred the modular crystals for the walls, as I could mix and match them to make unique and more interesting structures and patterns, but I was told to do this, so I did it anyways. Another problem I had was that tere isn't a key for the layout, so I don't know where to put the walls. I think I figured it out without having to ask, but if I'm wrong I'll change it. Overall, I'm most proud of the fact that I had no issues importing my objects into Unity. I think at this point I've figured out how everything in that regard works and am happy with what I have done. Next week I will most likely be told what to do, as I do not know what is next for me right now. Maybe I'll have to make more walls, maybe there will be a key for the layout so I can place things correctly (if I was wrong).
In Summary:
This week was a shorter week, since we don't have school on friday. That being said, I still got a bit done in terms of what I was supposed to be doing. I also feel like it was easier to not render since the material is so glossy. This week I was supposed to make crystal structures that would better act as wells, being more thick/wide, but still have jutting, polygonal features that make it seem natural. I think that they turned out pretty well. I probably am going to make more of them, but for now this is what I have. I think the biggest thing I had to do was get reacquainted with 3DS max. I know I've been using it for the past 2 or so weeks, but this is the first time I've really had to use it. I used the pro-boolean and edit poly features for pretty much everything. Id say the pink wall is what I'm most proud of and is what was the most important thing I did this week. Next week I'll probably continue to make walls and work on whatever new things are thrown at me. I hope it's nothing too complicated, but I know rigging is in my future, so I'll have to learn how to do that soon.
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I didn't do much this week. I was absent on monday, so I didn't get to start on anything on time. I didn't have much to do anyways, so I'm not strung up by it. I was told to look at the concept art and start to make new crystal models/find more. The image on the left is another modeled crystal that I found, and the right is my attempt based on concept art. The material is awful so its harder to see. Personally, I liked the low poly crystals I was using initially. They looked way better and had way more potential for mixing and matching/variety in the scene. The new crystal I found feels like too much is going on and doesn't really fit with what was being gone for. The crystal I modeled is just plain terrible. I could put more work into the crystals I'm modeling, though, so its not the end of the world. I didn't do much this week, so I'd say the most important thing was the realization that the new crystal isn't great. I even placed it in the unity scene and saw how it kind of clashed with everything else. I still am awaiting meaningful instruction and am hopeful for what comes next.
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