470 Blog Post 3

 

This sprint, I had two major tasks. First, I needed to finish texturing the models we had created from previous sprints. Above you can see the first batch of models I worked on, and I had fun texturing these. The item barrel specifically was an interesting challenge, as the UV layout led to some bleeding of textures. However, working with a higher poly count model with the ability to draw and use ID maps has been fun. I look forward to our group creating more detailed models for me to texture. As for the other pieces, these bigger t-shaped and plus-shaped pieces were a result of our group wanting to speed up the modular modeling process. They were pleasant to texture, but similar to the models from previous sprints, they simply do not have the necessary geometry to give the artist options. Thus, I used simple textures with the cartoon filter to create the texture seen above.

Next, I had to begin creation on the hay textures for our second level. I accomplished the t-shaped and plus-shaped pieces in-class, while working on the hedge texture counterpart. After that, my next assignment was to go back through some of the models and create a hay texture, like the wall above. During this process, I was faced with a dilemma to solve. Our programmer, designer, and modeler discussed with me the need for a breakable wall texture. This was a difficult question to solve initially, because we wanted a natural way to show the damaged walls which can be broken with powerups. Ordinarily a breakable wall in video games is portrayed by a crack, but a large crack in a hedge maze doesn’t entirely make sense. Then we had the idea for the hedge to decay, and possibly for the hay to be slightly burnt, which is what the group agreed upon going forward. Unfortunately, I was unable to complete the texture because I was instructed to put that task aside in favor of my other tasks. This is because our group decided to create multiple different versions of the wall, and to have a broken wall which the player can step through after using a powerup. Thus, I needed to wait until the new model came in before I could get real work done. 


As I approached the end of the sprint, I began to work on our new pieces, the hex-based pieces. I was aware of the hex pieces coming through the pipeline, and initially, I believed this would be the easiest part of the sprint. However, I was blocked for a few days waiting for the hex pin and hex wall to be done. I had already completed nearly every other task by that point, barring the broken wall mentioned earlier. As I waited in class for the model, we found a bizarre problem with the walls you see above. For some reason, despite the walls and pins being essentially perfectly symmetrical, we found one of the walls simply does not fit properly. The edge of the wall was just disconnected enough to be visible, and this slowed down our pace a bit. However, after some troubleshooting, we were able to get the models you see above, and I proceeded to texture them.

This next sprint, my main focus will be texturing the different power ups created for the game, and anything related to them. I also need to texture a few miscellaneous models, such as a silo and a new checkpoint in the shape of a sunflower. I am excited to work on these ideas, as all the models are detailed and have enough geometry to have some fun.

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