Skip to main content

Sprint 3 - Design Comps

This week, a large majority of both environments have been modelled (~2hrs)  to their fundamentals. The main focus for me was producing the design comps, which I did by setting up a camera in one angle of the environment that captures a scene from the wireframe. All objects in that shot are UV mapped (~4hrs) then brought to Substance Painter for texturing and rendering (~7hrs). The final results are seen below.

The warehouse will contain a wide space for the user to work with. The green platform as seen on the right-hand side of the design comp is a dropbox for them to deliver the correct components, which are found in the scaffolded aisles. These aisles are labelled by the icon by its front, which determines what parts for which piece of furniture is found.

The living room has a more simple design that will probably be tweaked and improved over time. Boxes containing the building components sent from the warehouse and are delivered through the chimney. Both of these design comps are based on the departure (6a) and arrival (6b) wireframes.

This took more time than expected because of two challenges. Firstly, I was going back to UV mapping often because I misunderstood how Substance takes in UV information and shading. The other reason was experimenting for different styles in which the environments will look like. I went back and forth with different colours and materials to try to find the right aesthetic, but still, feel like I haven't nailed it yet. Lighting also remains an issue in these comps but will be fixed once brought into a-frame.

While its been a challenge to work with different styles that I think fit, I feel that doing so in Substance Painter has been a great opportunity to learn more of the interface and what it's capable of. I have prior experience with Substance but I've never used masking as much as I did for these environments.

Comments

Popular posts from this blog

[FINAL] - Where to find our game

Hello future builders, we're 3 programmer-artists that make up the Seismic Octopus team: Mitchell Koch - lead programmer, game tester, researcher  Priscilla Lo - project manager, sound design, lead 2D artist, programmer, documentation  Maxime Vincent - lead 3D artist, lighting designer, game tester We finished this course in May 2020 with a final release of Build-a-Furniture available on GitHub: https://github.com/Areizza/Build-a-Furniture Although this semester was full of hardships and unprecedented times near the end, we got through it together and are proud to present our simple web-VR game. Check it out and let us know what you think! :)

Making Instructions

This week, I worked on creating all the instructions images for both the Warehouse and the Living Room. Although this was not a very difficult task, it was tedious to work on and took around 3hrs to complete. It was a challenge to adjust to our new schedules given the current circumstances and allot appropriate time to spend on each of our classes. The instructions in the Living Room show the current required furniture pieces and their quantities, which the Builder will need to communicate to the Finder in the Warehouse. See below for an example of pieces required for a table. On the other hand, the instructions in the Warehouse would show the symbols on the different furniture pieces that should touch in order to be combined, which the Finder will need to communicate to the Builder in the Living Room. See below for an example where the green heart marking should be made to touch the green circle marking. I will be putting the source link for these instructions into arr...

Catalogue, Sound Effects, JSON for Instructions

This week I updated the image for the catalogue and added it to the Living Room environment as an image plane (~2hrs). I am currently adding smaller clickable planes on top of it to represent the different furniture options to choose to build. A screenshot of this can be seen below. I also looked for some sound effects to use for user feedback (~2hrs) when pieces are combined together correctly, incorrectly, pieces are dropped, etc. These sound files have been added to the shared drive and will be implemented in the code in the next few days. Some example sounds can be listened to at the following links: https://freesound.org/people/NenadSimic/sounds/150879/ https://freesound.org/people/grunz/sounds/109662/ https://freesound.org/people/GabrielAraujo/sounds/242501/ https://freesound.org/people/kirbydx/sounds/175409/  I also worked on adding JSON for the builder.js and finder.js files to store the required information for the instructions (~1hr). An example o...