Showing posts with label Mech Warfare. Show all posts
Showing posts with label Mech Warfare. Show all posts

Thursday, December 3, 2015

Riley Stewart, Week 11 PPJ

Mech cannon- 3 hrs

With the project for the term coming to a close, the finishing touches need to be put on the project. For me that involved making the mech canon model, as the original plan of texturing the control panel was reassigned to Angela, being better at color work. Unfortunately I didn't have much of a break, as all of my time was taken up by family obligations and upon returning I had to do work on all the other finals I had going on. So the canon model was fairly straight forward, once selling on a design, it was just a short bit of modeling to be done. The canon was needed before I could texture it though, so that will be left for next week.

 Positive
- final modeling asset finished

Negative
- small amount of time available, despite break

Total Time Spent - 3 hr

Cory Zicolella, Week 11 PPJ, Blog Post 7

Creating Textures/Editing Models for Mechanized Warfare - 4.5 hrs
Trailer v2 (Footage Edit) - 1.5 hrs

This week I was tasked with getting textures on all of the models I had previously made so they look pretty in the new mech environment that I also modeled and textured.  I managed to complete this task for every model except for two; the waves and the lifeguard chair.

This first part of my work this week probably took alot longer than it needed to only because I'm not trained well at all in texturing; in fact I was initially told never to texture with UVs and only use projections (go figure, that was horrible advice).  So not only did it take me long to do relatively simple tasks, I also had to get help from online tutorials and forums when something went wrong, and in rare instances contacted Riley to assist me.  Whenever I ran into a road block it either took a time longer than it should have (I feel) to fix it because of my inexperience, or I found myself redoing textures because Maya would randomly decide to crash multiple times -- this is partially why the lifeguard chair was never finished (After 7 crashes I lost hope).





















The alternative work I did for this week, which was not originally done, but touched upon because I had time, was to give the trailer a much needed footage update, to include all of the most current build's games as opposed to the Alpha I versions.  This took about as long as expected, and came out really well.  Because I did this update now, that means next week I'll only need to add footage updates if it is required from polish, and to redo my voice over in an actual studio with a better mic.

All in all, and considering it was Thanksgiving the week before, my inexperience in texturing, and the fact that I actually had become sick a few days ago; I feel as if I did a good amount of work for what I set out to do.

Content Positive
- Most of the models for Mechanized Warfare are textured! - 4.5 hrs
- The new trailer looks great and is a truer reflection of our game! - 1.5 hrs

Content Negative
- My inexperience with texturing lead to difficulties that probably wouldn't exist if I were well-versed with doing it
- Getting sick sucks
- Thanksgiving happened.  Which sorta impeded workflow.

Total Time Spent - 6 Hours

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 11, 2015

Cory Zicolella, Week 8 PPJ, Blog Post 5

Creating Mech Game Environment - 1.5 hrs
Creating Mech Game Models - 7 hrs

The majority of my work this week was distributed to bringing Mechanized Warfare up to snuff with what our design team had in mind for it.  It is supposed to take place on a beach that is populated with cardboard cutouts of various things you would find on a beach.

One set of these things would be beach garbage, such as chip bags, cigarette boxes, and old tires.  The other set of things would be 'sexy' things, such as muscle men, lifeguard chairs, umbrellas, and drinks.  The Mech has to shoot the things that are garbage and they will turn into the sexy things.  The Mech ideally is supposed to look actually scary and menacing to the player, but then they find themselves within this nice quiet beach setting, shooting ballistic weapons as harmless cardboard cutouts that turn into even less menacing things.

The major problem that was involved with this task was during the first day of modeling, I was making the models as if they were cardboard cutouts.  The second day, however, I forgot entirely (for whatever reason) that they weren't supposed to be actual full 3D models but rather cardboard cutouts of the things.  I didn't realize this until I was done though, and so this presumably is going to set it back a bit; I'm sure there is a fix though.

I also did a small update to the Sell and Playtest Survey, although the time spent on those was small.

Content Positive
- The Mech Environement has been made (1.5 hrs)
- The Mech Models have been made for the most part (7 hrs)

Content Negative
- The models that I made weren't all cutouts, which is going to take time to fix.

Total Time Spent - 8.5 Hours