I spent the earlier parts of this week to fix up some problems with the furniture (~4hrs). This included going back into Maya and Substance Painter to readjust the geometry so it's scaled correctly and adjusting the colours a little to match the lighting more.
I also returned to the Warehouse for a bit to readjust the colour, specularity, and design on the scaffold boards. Previously, I was using template flowers at the beginning of each scaffold to describe what kinds of furniture components are found in each row. I've since created silhouettes of each piece of furniture and replace the flower templates with them (~2hrs).
Finally, the bulk of this week was working on the Living Room. The last time I touched it was for the design comp and alpha prototype, which revealed many design flaws that need adjustments. I redesigned the entire environment to provide more room to work with in VR. This was challenging because I needed to provide a lot more space, but also did not want the room to feel empty either. Looking up reference images helped a lot in finding a suitable design.
The process of developing the living room took for modelling (~3hrs), UV mapping (~2hrs), and texturing (~3hrs). I had to finish modelling, or at least having finalised room dimensions, then provide Priscilla with a GLTF of the untextured room. This had to be done as soon as possible so that she could set up lights and ambient noises in the environment and move on to something else. Below are some renders of the finished environment. I made sure to use one of the mood boards that Priscilla developed.
I also returned to the Warehouse for a bit to readjust the colour, specularity, and design on the scaffold boards. Previously, I was using template flowers at the beginning of each scaffold to describe what kinds of furniture components are found in each row. I've since created silhouettes of each piece of furniture and replace the flower templates with them (~2hrs).
Finally, the bulk of this week was working on the Living Room. The last time I touched it was for the design comp and alpha prototype, which revealed many design flaws that need adjustments. I redesigned the entire environment to provide more room to work with in VR. This was challenging because I needed to provide a lot more space, but also did not want the room to feel empty either. Looking up reference images helped a lot in finding a suitable design.
The process of developing the living room took for modelling (~3hrs), UV mapping (~2hrs), and texturing (~3hrs). I had to finish modelling, or at least having finalised room dimensions, then provide Priscilla with a GLTF of the untextured room. This had to be done as soon as possible so that she could set up lights and ambient noises in the environment and move on to something else. Below are some renders of the finished environment. I made sure to use one of the mood boards that Priscilla developed.
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