Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Tuesday, July 20, 2021

Corpse Bride Sprint 05

 For this final sprint it was just mostly polish for me. I moved some pieces around in the main level bar scene so that it would be easier to grab things off of the bar as well as place new curtains in the door way with the proper textures on them that Yami made. I adjusted the lighting to brighten the overall scene and I drew some simple png variations of butterfly for Abi's vfx for Emily's exit of the main level. 


























Adjusted the position of the bar and its contents closer to Emily within the bounding box of our play area so that it was easier to grab the bottles and beer stein off of the top. 

















I also adjusted the solid blue butterfly for something that resembled the film better for Emilys final exit from the main scene. Abi has already adjusted the vfx to have both of the new pngs show up once you've successfully completed the key presses on the piano.






























Friday, July 9, 2021

Corpse Bride Sprint: 04

 This sprint I finished the sculpt and texture of the wood trim sheet. As well as applying the texture to the loft, walls, and staircase. I finished up the antique wine signs and I also created a quick material for the walls using a seamless texture and some noise to add a bit of grunge / mold to the walls around the bar. For the last sprint I will be iterating on the lighting in the main bar level.



    Zbrush decimated trim sheet: 




























    Trim sheet texture in Substance painter: 
















    Loft above the piano, staircase and walls, with laid out uvs on the trim sheet: 

























    Simple wall material with free seamless texture. I add a color node as well as a noise node to break up the seamless texture and give the walls a dirtier look to them and warm up the original color: 

























                Antique wine signs textured in photoshop: 




Friday, June 25, 2021

Corpse Bride Sprint 03

 For this sprint I changed around what I was working on to restart on the lighting for the overall bar scene. I optimized the lighting to have less overlap and brighten the overall scene to help match our references better. I also laid out and set up the trim sheet for the remaining assets in the scene that will be finished in the final sprint. 














    This is the first pass of the new lighting and I plan to iterate as the final pieces are added to the level. Our goal for the lighting is to match this image: 




























    Some optimization shots for the new set up: 












    light map density: 













    Prep trim sheet sent over to zbrush, the sheet will texture most of the remaining wood pieces in the scene, such as the stairs, loft and wood paneling on the walls. 













    I also added more geo to some of the main parts of the scene, and did a basic uv layout. These pieces will need a second uv set specifically for the trim sheet once that is completed this following sprint:








For the final sprint I will tackle: 


-Finish sculpt and texture of the wood trim sheet
-Create wall seamless texture
-Create brick texture for small part of main wall
-Finalize lighting
-texture small square frame
-Import all final assets once uv's are laid out on trim sheet 


Thursday, June 10, 2021

Corpse Bride Sprint 02

 For sprint 02, I was supposed to get the table, chair, bench and piano all game res'd, uvd, sculpted and textured. I was able to accomplish that by this sprint. There are few changes that I may make  if I have extra time this next sprint such as adding a bit  more geometry to the table.



To recap here is the schedule:





















Here are the updated models in Iray: 


Table: 



















 Chair:






Piano:





 
Bench:



All assets have had material instances and imported all textures into unreal and have been applied to the game res geometry in the corpse bride level. 

Sunday, May 23, 2021

CorpseBride Summer Schedule Sprint 01

 For the summer we are pushing to complete the Corpse Bride VR experience and I have worked together with my team to create a schedule to complete all assets with about a week and change to make any tweaks needed after assets are completed. 


I have 9 assets that I am responsible for: 


Bar - Wall

Bar - Table

Bar - Chair

Upstairs Flooring

Banister

Staircase

Square Picture frame

Piano Bench

Piano


The objects in brown will be created / textured via a trim sheet and here is the schedule when they will be turned in below:





























Asset list with images 


















             Most of my assets will be delivered during sprint 2 and 4. With the exception of the square frame in sprint 3.


Here are the assets as they stand in the level currently: 

Sprint 02

























Piano and Piano Bench. Theses are our hero pieces so I will spend more time on the sculpting and texturing of these two and that is why it will  be delivered in sprint 2. The bench needs to be scaled up to fit Emily's model so she can sit comfortably in the seat. 





























Table and Chair, these are simpler pieces and I plan on having these completed within the next sprint. 



Sprint 03






























Square picture frame, this is a very minor and simple object and will be delivered in sprint 3 while I start the trim sheet process for the following objects below: 


Sprint 04



































             Upstairs flooring, walls, staircase and banister will all be completed via a trim sheet. I will add a bit more detail so there is physical depth to the objects but the majority of the sculpt information will be done using a trim sheet. 

Monday, April 26, 2021

Final Sprint Turn in Corpse Bride

 For the final turn in for the semester there were a few tasks that needed to get completed based off of our final critique. I managed to get most of them completed except for lighting since that is something we will need to tweak continuously as we move in to final semester.


I assigned everyone's tasks for the final sprint and laid out my own:


-Finalize goal polycount for all assets in the scene
















-Add dust particle effect to the bar area:













I made a proxy pulse material for the flower BP in order to catch the players attention towards the flowers:













I migrated the roach particle effect from the scifi polar asset pack into the scene as a place holder:\



 








I also added a joint chain to the tapestry in the scene and added wind in order to have some environmental animation happening in the bar area:












and finally I found and added some walla walla sound effects to liven up the bar scene as if there were more people in the area:




Sunday, April 4, 2021

Corpse Bride Sprint 06

 For this sprint I took the professors advice on adding dialogue to the scenes to guide the player and give some context of why Emily is upset with our player character. I recorded and edited my own voice and my fiancĂ©'s voice as Victor in after effects and then created audio cues and simple blueprints in unreal to get them to play in the level once on multiple delays. I also added some basic bar ambient sounds to fill the silence when there is no piano keys being pressed and the crows cawing in the forest levels. 















This blueprint was duplicated and then I replaced the audio cue for the different voice lines.

I also created the voice line "Hopscotch" to be added to the level transition when you interact with Emily's ring in the forest. Abi connected the audio cue to the existing blueprint. 


I also took another pass at the lighting in the scene, trying to match just one shot of the movie. It is still a work in progress, but we are getting closer to the film's darkness and accents colors. 


This is the scene we want to shoot for, for the lighting of the overall bar level. 
































Some other small changes that I made that was suggested  was to lengthen and widen the steps on the staircase and that has been reimported into the scene. 

I am still debating on how I will justify the green lighting in the scene, because of how it is displayed in the film. Parts of the bar lit up with the green accent lights seem like lighting in between the walls and the seating, or between wood paneling. I dont want to have to add more assets to the asset list to keep our workload manageable in the summer, so as always lighting will be worked on at each point in the production process as we move forward in the project. We are also planning to add a bit of dust to the scene but very minimally to keep the scene still clear.  

Project 03: Week 04 Final Presentation