02/02/2015

Farewell space mushrooms: Container City Post Mortem

This week has gone incredibly quickly yet not quick enough, I am happy to see the back of this project even though I love our out come. The week has been a mass of emotions and stress, plus with VFX we missed an entire day of work; over all I am physically an emotionally exhausted (this might be due to not having a day off in this entire project). Never the less lets get onto the cool shit that we managed to create in 4 weeks. 
Here is all of the assets that I made that got used in the final level:
Over all I am very happy with my modelling in this project and I have learnt a lot about modularity. My favorite two assets I made have to be my hatch and my second floor; they look visually appealing and really fit the style of the level. 
Modular hatch asset
Modular floor asset
The presentation today didn't go too badly, we didn't get negative feedback or positive feedback so we are still unsure whether the tutors like it or not. They just think we were all stoned for the entirety of the project...
But to be fair we do look like this whenever the word space is mentioned...
Overall I am over the moon with our outcome and I would have never have been able to make anything like this without my awesome group; and I am happy that we decided to not restart on this project because we have learnt so much and encountered lots of problems which we now know how to fix; we also know how to plan and go about doing a project like this again.

Without further ado here is some beauty shots of our level;
Living quarters
Habitation area
Habitation area
Over grown corridor
Over grown corridor
Over grown corridor
The bridge


The storage room


Air lock corridor
Here a quick list of everything that I have done in this project:
Assets:
  • Wall1
  • Wall2
  • Wall3
  • Wall_Room
  • Ceiling1
  • Ceiling1_Frame
  • Ceiling1_Tile
  • Ceiling2
  • Floor1_FrameAndPanel
  • Floor1_Frame
  • Floor1_Panel
  • Floor_2
  • Hatch_Open
  • Hatch_Closed
  • Airlock
  • DoorFrame1
  • Door
  • OpenShutter
  • ClosedShutter
  • DoorBroken
  • Leaves 8 clumps Collaboration with Lucy
  • Wall PC Collaboration with James
  • Amber_Poster
  • Amber_Boot
  • Amber_Banana
  • Lucy_Polaroids
  • Beth_Poster
  • Stickers x14
Unwraps & Lightmaps
  • Wall1
  • Wall2
  • Wall3
  • Wall_Room
  • Ceiling1
  • Ceiling1_Frame
  • Ceiling1_Tile
  • Ceiling2
  • Floor1_FrameAndPanel
  • Floor1_Frame
  • Floor1_Panel
  • Floor_2
  • Hatch_Open
  • Hatch_Closed
  • Airlock
  • DoorFrame1
  • Door
  • OpenShutter
  • ClosedShutter
  • DoorBroken
  • Amber_Poster
  • Amber_Boot
  • Amber_Banana
  • Lucy_Polaroids
  • Beth_Poster
  • Stickers x14
  • Wall PC Collaboration with Lucy
  • Stasis Chamber Collaboration with Beth
  • Stasis Chamber Door Collaboration with Beth
  • Toolbox Collaboration with Beth
  • Spanner Collaboration with Beth
  • Screwdriver Collaboration with Beth
  • Paper x3 Collaboration with Beth
  • Books x3 Collaboration with Beth
  • Magazine x3 Collaboration with Beth
  • Cup Collaboration with Beth
  • Knife & Fork Collaboration with Beth
  • Barrel Collaboration with Beth
  • Food Tray Collaboration with Beth
  • Cassette Tape Collaboration with Beth
  • Torch Collaboration with Beth
Textures:
  • Ceiling1_Mat- Albedo, Metalness, Roughness & Normal
  • Floor1_Mat- Albedo, Metalness, Roughness & Normal
  • Wall1_Mat- Albedo, Metalness, Roughness & Normal
  • Tile_Metal_1- Albedo, Roughness & Normal +6 Instances
  • Tile_PaintedMetal_1- Albedo, Roughness & Normal +4 Instances
  • Tile_Plastic_1- Albedo, Roughness & Normal +7 Instances
  • Sticker_Mat- Albdeo, Metalness, Roughness & Normal
  • Unique_Space_Mat- Albedo, Roughness, Emissive & Normal
  • Amber_Mat- Albedo
  • Beth_Mat- Albedo
  • Lucy_Mat- Albedo
  • Dirt_Mats- Albedo x3
  • Moss_Mats- Albedo x4
  • Rust_Mats- Albdeo x3
  • Landscape_Mats:
    • Mud- Albedo, Roughness & Normal
    • Moss1- Albedo, Roughness & Normal
    • Moss2- Albedo, Roughness & Normal
Engine:
  • Concertina Door- Animation & Blueprints
  • Stasis Chamber Door- Blueprints
  • Decals Collaboration with Lucy
So i think you could say I'm a team player, considering that two of our team mates had work over the weekend it meant that we had to work that little bit harder to make up for lost time.
Here is the final play through featuring my beautiful concertina door that turns purple because blueprints are evil! Enjoy.



Now lets get down to the Q&A:

Q: What went well?
A: For me all of my modelling and texturing went well, I hardly had any issues at all with this project, but we did encounter a lot as a team.

Q: What didn't go well?
A: Overall the planning was awful on our behalf, this was due to us not knowing how to go about making the level; none of us have made anything like this before. The lighting was atrocious and we should have done that in the first week but ended up doing it properly in the last week. Light maps overall were breaking, some of our team mates had sizing issues and the post processing and height fog were tedious to get right. Personally my main issues were with my blueprints and making the animation for the door work, lets just say it took 3 days.

Q: What did you learn?
A: I have learnt a hell of technical skills such as working with blueprints, lighting and a ton in engine; however I have also learnt a lot about myself. I have realised that I should push myself out of my comfort zone more, like I did on this project because I have created something completely different from what I normally do. I have learnt to be more confident with my skills mainly when it comes to concepting and texturing, and also to stick by what I believe and take what the tutors say into consideration but always stay with what I feel would be best. I have also realised that I tend to be quite hot headed and find it hard to work with people with the same temperament; this is definitely something I am trying to work on.
What my face looks like whenever anyone messes something up.
Q: How would you approach it next time?
A: It is obvious to me that we needed to do more planning and idea generation, so I would 100% spend at least 2 or 3 days working on this before diving into concepting and modelling. I would also do a mesh block out rather than a bsp because that set us back a few days. Another thing I would do is set up all the interactivity and lighting with the block mesh before even starting to think about modelling the final assets and texturing. 

Q: What can you take from this project and apply to others?
A:  Basically everything I have learnt and more; all the things to do with planning and how we should have started this project. For the next project I am planning on only working from 9am-5pm and then having time to do personal work at home and relax; because I have burnt myself out this project and it has been a stressful 
roller coaster.
How exhausted I feel right now...
Any who I have over the moon with our outcome and I hope that you liked it...
More to come soon.
Cheerio for now!

References:
Space Cat .gif: http://imgur.com/gallery/UTJyfEw
Angry Cat .gif: http://www.gurl.com/2011/11/19/paw-some-angry-kittens-gifs-cute/
Sleepy Cat .gif: http://www.buzzfeed.com/cconnelly/23-cat-gifs-that-perfectly-represent-your-life-s3x

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