Showing posts with label tube man. Show all posts
Showing posts with label tube man. Show all posts

Wednesday, February 3, 2016

Joseph Santos Week PPJ4

For this week, I had to model and texture to the hoses for refuel, the popcorn machine for popcorn popperand finished texturing the tubeman and balloon from previous week. The process of creating these assets was smooth and I hoped to keep up the momentum of continuing to pump out assets. Unfortunely, midterm exams and project took up other parts of my time. However, with all my classes winding down a bit after midterms, I'll have more time to create more assets.

Pros:
set out to finish what I planned.

Cons:
Midterms prevented me going beyond than what I planned to do

hours:
modeling: 3
texturing : 4
total hours: 7

Thursday, November 19, 2015

Riley Stewart, Week 9 PPJ, Blog Post 6

Foot model: 2hr
Tube Dude rig fix, Animations, and implementation: 10hr
Dashboard: 2 hr

The majority of the week was spent fixing the broken rig on the tube dude. After many hours of tweaking and trial and error, I was able to create a workable, but not perfect rig. Afterwards, I created the animations for the tube dude, which were Idle, Front, Back, Left, and Right. Afterwards came the implementation into unity, which was not much fun at all. After doing a bit of research into Unity's animation editor, I was able to layout and create all the animation states and transitions needed for the game. However, having the coding ability of a potato, was unable to create a script triggering the animations. It ended up that David would have to endure the hardship of learning that. However, the tube dude turned out to be very successful

Another task I was able to fully complete was the foot needed for space aim. This was probably the most straightforward task yet. The foot was cut off a pre-existing human model I had made, which then had the polycount reduced. Following that, I applied a texture to the model in mudbox to make it look more like, well, a foot.

Other tasks for the week, unfortunately did not turn out nearly as well. I began texturing the long overdue control panel in mud box. However, it became apparent that I would not be able to create the texture efficiently in the style needed so it was back to square one, as a new set of UV's would be required in order to efficiently Photoshop it. The uv's took a decent amount of time, requiring specific and organized placement in order to properly work. I was unable to get to Photoshopping the new texture, as it already being late, and along with having an unfortunate accident involving my finger left me highly De-moralized to say the least. As for the mech cannon, that had to be pushed back an additional week, as the tube dude was #1 priority this week which took up most of the time I had available. Hours for this week were heavily restricted, as I had a heavy final workload for my primary class this term, along with my hours working at my jobs being nearly doubled over the last 2 weeks (that paycheck though)

Content Positive
-Tubedude COMPLETED 10hr
-Progress on control panel: 2hr
-Foot COMPLETED: 2hr

Content Negative
-Work hours doubled, other finals severely reduced workable hours)
-Control panel forced to be reset
-Mech cannon pushed back a week

Total Time Spent - 14 hrs

Wednesday, November 18, 2015

David Monteleone, Week 9 Journal PPJ, Blog post 6

Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ

Content with Hours (Examples included):
This week saw the tweaking of many pieces of our game by myself. My first task was to capture the gameplay footage that Cory would use to make the trailer that is due this week. I went through several mini game captures and had to find decent video capture software so that our trailer is high quality and looks professional. Along with this, Cory and I captured some clips of the motion base moving. For this we had to schedule time at the motion platform on Tuesday.
 (2 hrs)

After capturing the video for the trailer was accomplished, I moved my efforts towards redesigning the UI to pop out more. Using Angela’s new UI/HUD icons I put the control icons on the main dashboard. The timers and the score were placed in the top left and right of the HUD. To provoke the players to read the control icons, I made them pulse. From my Wednesday play testing, with it on the motion base, all players did pick up the controls and figure out how to play the games. The new UI/HUD is visible below.

New HUD and new Runnerz textured
(2 hrs)

My effort was then focused on Adding art to both Space Aim and Runnerz. Space Aim, required Riley’s foot model to be placed in the field of view for the player. Thus, I added it in. I also placed some of Angela’s textures onto the walls of the tunnel. For Runnerz, it was meant to use art from the other games. Therefore, to indicate to the players to jump, I used the foot model as the marker. I made a cylindrical skybox and textured the platforms after that. Before I finished working on Runnerz, I redesigned the course to be simpler and straight forward. The new texturing and design for Runnerz is viewable above.
 (1.5 hrs)

Riley was able to finish the tube man model along with the animations for him. I added the tube man into the Stello Says mini game and had to figure out how to activate his animations. I’ve never worked with 3D animations in Unity so this entire process was a learning experience. After much frustration the tube man now moves according to the input from the aliens outside the motion base.

Tube dude added to Stello Says
(2.5 hrs)

Throughout the duration of this week, I accomplish various other small tasks. This includes updating the sell for content and integrating fonts and video into it. I had to step in and texture some of the mech assets such as the terrain. I had to go to open lab hours to try and fix a Space Aim motion bug, but that will be dealt with next week. I fixed a Stello Says controller bug that prevented player 2 from inputting anything. Finally, I had to make it so the player’s score is highlighted on the high score board.
(1 hr)

Content Positive (Duplicate hours from above):
-          I captured all footage for the trailer draft. (2 hrs)
-          I redesigned the UI/HUD to allow players to quickly grasp the controls of each game. (2 hrs)
-          Space Aim and Runnerz have art fully added. (1.5 hrs)
-          The tube man along with his animations we added by myself. (2.5 hrs)
-          Various small tasks were accomplished that helped other teammates during the week. This includes texturing and the SELL. (1 hr)

Content Negative
-          Space Aim motion bug was found.

Total Hours for the week: 9 hrs

Tags: Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ