The other teams are:
The Air Transportation Team:
Boo Roseman, Matthew Trupiano, Kendall Robertson,
Yunhao Huo, Tiffany Brodie, Hezekiah Olopade
The Character Team:
Ryan Hill, Lindsay Green, Matthew Young,
Chelsea Ziu, Kay Ghering, Melissa Almirall
The Land Transportation Team:
Francisco Romero, Michael Vogel, Raymond Halley,
Yanjun Chen, Connor Hollis, Sam Moss
Knowing all of this, I decided to model 3 pieces that I felt would be useful to our environment.
Once the environment was decided, I was also tasked with creating the asteroid and the dome. I tried to keep the tris on the two as low as possible as I knew that once the legos were in the scene it was going to be taxing on UE4.
For the environment I worked on concept sketching with Will. After that I worked on set dressing with Bailey. I created blueprints for trash cans, lamps, tables, bushes, crystal clusters, planters, statue, and fences. Anthony did the majority of the hotel based off of a concept sketch I made. I helped him finish up the hotel by adding plants, materials, and some detailing. I also worked on various material instances stemming from a base material created by Bailey. Bailey helped combine the environment team's maps and from there I placed assets from the other teams into the final environment - mostly the characters and some vehicles. After that I did the lighting and then took screenshots for the entire class to use.
Concept Sketches:
By Will Perez-Valines |
By Will Perez-Valines |
My blueprints for set dressing:
The finished hotel with materials:
The final environment with the whole class' assets:
For this I spent about 3 hours meeting, sketching concepts, and deciding on the environment and concept with the class and my team, 1 hour modeling my legos, 2 hours modeling the rock and dome, 3 hours building set dressing and the hotel and materials, and another 3 hours compiling the levels, blueprints etc. from the other teams, as well as lighting, building the light, and taking screenshots.
Very nice work on the project, lets just make sure in UE4 that we get rid of the default checker material when showing off the work.
ReplyDeleteDome was a bit low res, as was the rock formation. Let's talk about how ZBrush can help with the problem.
Final UE4 layout shots turned out really well. I do wish the scope was pulled in quite a bit, still seems like the project ended up over scoped and that is why the time for the project climbed so high. I think the environment team took the brunt of the time on this one.