Skip to main content

CAGD 373 Week 2 Sprint Review

  This sprint, I focused on creating a second modular kit that could function for both the brick warehouse found on experimentation as well as the brick walls found within the facility.



The warehouse kit was much simpler than last sprint’s scaffolding, so the modeling portion was very easy. The difficult part of this kit was setting up the UVs so that the brick texture would tile well on the trim sheet. The approach I took to this was to make the bricks align with the same grid I used in maya, so a 10x10 grid, with each brick occupying a 2x1 space on that grid. This worked surprisingly well! Some pieces needed to be shifted and scaled around so that the tiling would be smooth, but this was still pretty easy.





The second texture I needed to create was the sheet metal that the roof of the warehouse is made out of. To accomplish this, I booted up designer and got a hold of a tiling gradient bitmap. I converted that gradient to normal data, and then by applying that to the texture I could achieve the waviness of the sheet metal texture on a flat plane. However, using normal data only meant that when unlit, the texture still looked quite flat. So I exported the same gradient as color information and then applied that on top of the texture. By setting the blend mode to multiply and lowering the opacity, I was able to achieve as pseudo-ambient occlusion that gave the texture some more depth to it, even when unlit.



The final thing I worked on this week was the texture for the scaffolding kit. For this I created a 2x2 trim sheet. The bottom left would be the grate texture for the floors, the bottom right would be the base of the railing, and the top left and right would be the yellow metal of the railing itself.





Comments

Popular posts from this blog

CAGD 373 Blog Post 4

This sprint I was assigned a modular set to create the basic interior rooms out of, with three different textures for the walls. (a Square Brick Texture, a Cement Texture, and a Metal Wall Texture) The actual modeling itself was as basic as it gets, I just made a few different shapes and sizes of wall along with a doorframe, with a couple floors and ceilings to complete the set. The interesting stuff this week was the textures, all of which I made in designer! The brick texture was probably the most complicated, and the one I’m most proud of. Starting with a brick generator, I used some gaussian spots to add some variance to the shape of bricks (using the spots to “cut out” chunks of the perfectly square bricks) and that worked pretty well! After that, I used a grainy looking noise map to fill in the black part of this mask to add in the noisy texture of mortar between bricks Next, to add some color variation to the bricks, I used a flood fill node, which was able to identify all the...

Idle WitchCraft Sprint 4

  This sprint, I started by implementing alternate success conditions for certain scenarios. This means that for some scenarios, there will be multiple different stat checks that can lead to different outcomes, and potentially different scenarios down the line. Two different outcomes of the scholar’s exam scenario. One for high intelligence, and one for high charm! This was an interesting programming challenge, as I had to figure out how to associate these alternate conditions with the data table that is currently holding all the scenario information. The interesting thing about these alternative outcomes is that they function as almost half a scenario. They have no intro dialogue, but they do have a unique stat check, outcome dialogue, and list of scenarios to unlock on success. Because of this, I decided that I would copy the current scenario into a new struct. That way, I could “swap out” certain pieces of data at runtime without having to fill my data table with duplicate inf...

CAGD 373 Blog Post 5

  Judgement day nears! And sadly I don’t have too much to show for this week as finals in other classes have swallowed up most of my time. However with most of them finally out of the way I’m clear to focus all my time towards this project over these next couple of days! The real meat of my texturing work this week is this Exterior Trim Sheet. I tried to group together as many models with similar-ish materials as possible so that I could get textures applied efficiently. Here I’ve created a trim sheet consisting of metal, tree bark, wood, a beige stone texture that worked pretty well for the pipes, and a separate, rougher metal texture for the motors found just outside the facility doors. I spent a lot of time compiling a list of all the models in our project along with reference images, so that way I could organize them into texture sets based on similar materials/texturing needs This plan should help to really accelerate the texturing pipeline over the next couple of days, so t...