The very first thing I had to do for this project was to build off the version I turned in last week, and make improvements in response to specific criticisms. These are recorded below:
- Need to make sure the level is set properly in regard to the Unreal Grid, so that the player isn’t floating in the air or buried in the ground.
- Need to smooth normals when exporting from ZBrush so it shades correctly.
- Need to use stuff from Nick as the jumping off point for creating the level – he did some pre-work that would make things easier for us to get started. So, use his stuff as a basis when making the next iteration.
- Expand the play space outwards more to give the player more room to move.
- Swap out the static mesh object with pickupable one.
- Make more visual difference with the grass objects and rocks.
- Get the things from Nick’s scene into yours – mountains, fog to hide the horizon lines, skybox, lighting situation. Again, start with Nick’s scene and bring my own stuff in.
- Get a sun or moon model.
Once I had finished up with that, exporting everything appropriately, I moved on to making some textures, using the method we were shown in class to create tiling textures from ZBrush sculpts. I created three textures for the ground itself, and two for the surfaces of the rocks, shown below.
After that was polished off, I brought all the new stuff (and revised versions of the old stuff) into a new scene in the Unreal projects, labeled as the second version of my scene. From there, I reassembled the new scene with the new and/or improved objects, using the example given to us by the professor to create something more functional than last time. And now, here is the most up to date version, as it stands at the time of turning in.
No comments:
Post a Comment