Z.I.E.F PRODUCTION / SPRINT BLOG 6

 Z.I.E.F Development Progress (Sprint 6):

    It is the end of the second to last sprint of this game project. Time has gone by really quick, but that doesn't mean I was not productive this sprint. Most of my tasks this sprint was finishing up the cycles for the Motion Capture animations and having them game-ready, doing retextures for certain props for more variation, fixing a broken model, and finally working on UI Icons for the game. 

Animations:

  

 

    For the animations, the workflow was just like the last sprint. After figuring out that the reason for the software crashes was because of me not selecting all keyframes in the F-curves graph in both translation and rotation making the edits went fine. However, for these later animations, cycling took a while since the start and end stances of certain animations were not similar which make the cycling look jerked out at the end of the animation. I had to do more counter animation for the animation to look good while looping. Other than that no other issues came up in the process.


Retextures:





    For the retextures for the upper and lower cabinets, each variation has to be similar in color and texture, so they look like they are in a set. Starting from left to right, Variation 1 was given an unsaturated wood texture being much lighter and dryer in color. Variation 2 was the opposite in which the look was supposed to be a redwood look while making it look sticky due to humidity or moisture that has been left on the cabinets. Variation 3 is different and that is making a polished finish for this Variation giving it a black matte paint job with a white marble countertop. all have a dusty texture to show that it has been there a while.



For the couch retextures, I decided to edit the original texture (top left) by adding blood splatters giving it an apocalyptic look. All blood textures for each variation are placed differently. For Variation 1 I gave it a leather fabric texture, so it looked sleek but kept the wear and tear of the original. The second variation is just a color variation of the first one keeping the same fabric texture but coloring it Tan. The final variation is giving it a different fabric texture and coloring it a slightly dark blue. The fabric look has a lot of folds making it look very old.

Fixed Model:

 Original


Edits

    For the rework for the collection bin model, I had to add back faces for the interior of the collection bin. The reason for the fix was that the interior was seen thru in Unity and without back faces it will always look transparent. After adding interior faces as well as adding faces on the back of the model the whole thing looked enclosed. There was one problem that has happen because of this. Due to the addition of the new faces the UVs will have to change, and with that change, the other props that were in the set alongside the collection bin there UVs change as well. That means the previous texture map does not work with the current set and has to be retextured. So, for set 6 props I redid the textures and redid the implementation of those props in unity. After those new tasks were finished, I sent them back to the team for them to rework in the game scene.

UI Icons:




    Entering the second week of the sprint I was tasked with creating UI icons for the game to resemble a feature that the game will have. The first two icons were to resemble noise detection. I decided to make 2 different icons one that is flat and one that is at a slight angle. The reason for that is to see which one looked better on the UI in-game. The second icon is an inventory weight icon. It will show how heavy the player's inventory is which will affect gameplay. I gave it the look of a weighted object and a backpack fused in one image. The final icon is the mission directive/location for the supply objectives. this will show the location of the objective helping the player know where to go.


Since the next sprint is the last I am focusing on smalling for the game like UI icons and retextures for any models. at this point, I am not creating anything majorly new. just assets that will not affect the final build of the game. let's see how the result of our team's work looks on release.

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