Skip to main content

Sprint 7 - Finalizing the Living Room for Beta

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.





Comments

Popular posts from this blog

Controllers and Game-state Management

The two issues I worked on this past week were getting game-pad controllers working with our project (~6 hours), and general work on the game-state systems to iron out some of the kinks and add some more functionality (~3-4 hours).  Unfortunately neither of these tasks proved 100% successful due to some set backs. The game-pad controllers are so close to working, movement and look controls are fully functional, but I cannot get the Super Hands components to pick up the button events from aframe-extras.  The easiest way to see this is by looking at some code: <!-- Camera --> <a -entity id= "rig" movement-controls position= "0 0 0" > <a -entity id= "camera" camera wasd-controls= "acceleration: 125" look-controls= "pointerLockEnabled:true" position= "0 1.6 0" capture-mouse st...

Sprint 4 - Alpha Presentation and Furniture

This week, the team presented our proposal for our project as well as demonstrated the alpha build. In its current state, the living room and warehouse environments are at their most primitive states and will be developed further over time. In future plans, I will have to redesign the living room to allocate more space to the user. It's currently too small and claustrophobic, which makes it difficult for a VR user to have enough building space. I spent the days prior to the presentation polishing the design comps then producing OBJ files of the environments to insert into A-Frame. I did this by going back and forth between a-frame and Maya and resizing the scene until it was the ideal size. This way, Mitchell is able to simply drag and drop the obj into the project without having to tweak the transformations (~5hrs). Table Model with UVs Chair Model with UVs Shelf Model with UVs After the presentations, I began working on modelling the 3 pieces of furniture that pl...

Sprint 2 - 3D Modelling the Environments

This week's focus has mainly been on writing the design document and preparing for the alpha prototype (~2hrs). A great majority of the written sections in our proposal is complete while a large chunk of graphics remains to be developed in the coming week. The sooner the design document is complete, the better of an idea we have in how the project will turn out in the end.  On my end, I am responsible for 3D modelling the environments that will be used in the alpha demo. These are also necessary for producing design comps. The environments will be very low poly environments using primitive shapes and basic forms to form the rooms, nothing too extravagant. Below are a few screenshots of the environments in their current state: Living Room (~3hrs) that will be played in VR and the Warehouse (~4hrs) on desktop; all modelled in Maya. Warehouse Back Side Warehouse Front Gate Warehouse Top-Down View Living Room Back View Living Room Front View Living Roo...