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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...

CAGD 373 Week 3 Sprint Review

 

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...

CAGD 373 Week 1 Sprint Review

References Tri Count: 2560 Floors Grates A, B, C Grate Trims A, B Notes: I Subdivided the bigger floors so I could cut them all into pieces that would stack on top of each other, using less texture space Railings Railings A, B, and S Railing Corners (Inner and Outer) Railing Flip Flops (Left and Right) Railing End Pieces (Left and Right) Notes: I made the flip flops because using two consecutive corners doesn’t snap correctly. Stairs Stair Railing Inner Bend Stair Railings (Left and Right) Stairs A and B Notes: Stair Railing Inner Bend allows us to make staircases with as many floors as we like

CAGD 370 Blog Post 5 - Final Sprint and Postmortem

  The Final Prototype is officially done! And this final sprint has definitely been the most intense yet. While not perfect, I’m very happy with the game that me and my team have made, and I feel a lot of motivation to start a brand new project! But before I get ahead of myself, it’s a great time to reflect on the last two weeks and this project as a whole. To start off our final sprint, I once again made adjustments to the pole vaulting. I made the impulse of the vault scale with how close you got to the pole, which meant that not only could the player not get an immense movement boost from a standstill, but also that there was now a “sweet spot” to aim for to get the most vertical height out of the vault. To help players seek out this sweet spot, I also took the time to create a charge-indicating progress bar next to the player that would fill up the closer they got to the sweet spot. The bar progressively fills as the player approaches the sweet spot After this, my lead de...

CAGD 370 Blog Post 4 - Second Playtest!

  This sprint has been quite an eventful one! To start off, I revamped the pole-vaulting mechanics for this sprint’s playtest! I started by creating a new enumerator that would allow me to create different “stages” of the pole vault. The first of these states is the “Ready” state that the player begins in. In this state, you can see a red line trace that shows where your pole is going to be planted. In the previous version, this was only visible when the player held down left click. Now, by pressing left click, the player “plants” their pole and enters the next state. Pole Vault Ready State Next is the “Planted” state. In this state, the player’s pole is anchored to wherever the line trace connected to when they entered the state. If the player moves too far away from the anchor point, they go back into the Ready state. But as the player moves closer to the anchor point, they move more slowly. This is to simulate the resistance of the pole “flexing” as the player moves closer...