Maya was down across campus this week, so our lesson didn't go ahead as planned. We started going over Brief 2.
Notes for Brief 2:
see Discord (GAD181) for UI/UX research
the most important part of the assignment is documentation and workflows - have references, wireframe (sketches) and evidence of the process
Try to have a functional quit button in UI (see Kerr, 2022)
When documenting modelling, add one-sentence captions about what's happening in each image e.g. "added loop cuts and resized to create embellishment".
Do some research on colors and fonts for UI
Include height and normal maps, as well as albedo textures
If designing inventory, it doesn't need to actually function, so long as it has a button to pull it up and a button to close
must record some audio of our own
can use NaturalReader for dialogue in Audio
use Audacity for editing
Texturing in Unity: https://docs.unity3d.com/Manual/Textures.html
Importing textures into Unity: https://www.edy.es/dev/docs/materials-and-textures-from-blender-to-unity-3d/
Q: can we use alphas for sculpting?
A: Yes, as long as everything else gets done to spec.
Q: how do I link my project?
A: upload project files to Student Drive and embed into Assignments page (DO THIS FOR BRIEF 1 AS WELL)
Photopea: https://www.photopea.com/
A UV map is the flat representation of the surface of a 3D model. It is like the patterned foil on a Christmas chocolate, or the sides of a dice laid out. Textures will not work on an object unless it has been properly unwrapped.
A UV face is a single polygon surrounded by edges and vertices.
A UV shell is a single or collection of polygons that are grouped together to unwrap and texture a model. They are surrounded by a seam.
Materials define how a surface is to be rendered. Shaders are scripts which contain the algorithms that tell the computer how to render each pixel.
For next week:
Upload Brief 1 project files to Assignments page.
Draw design sketches for object, including references
Begin filling out Design Doc