Walk through of the blockout
First use of physics
First use of the lights and nodes
A last minute additions
Koa took the lead creating our blockout with archipach. Since we are a team I think in the future it would be best that we designed a floorplan/level layout together.
Carpets x 3
Stairs
Dinning rooms
Blockout(Based on koas original)
Chairs
Table
Fireplace
Bottle
Windows
Doors
Window panels
Beams
Rails
Pause Menu
Main Menu
Stairs
Most models were created within a single file. I did this to see how things would fit together size wise or visually within the scene. I also created a few textures, models and assets that I was unable to implement in time.
Within the GuildHall.blend file, the finalObjects collection contains most of my objects. The Blockout collection contains mojority of my blockout objects.
I take no claim to the lantern model within the project. That is property of angus. It's only there after I decided I would have a play around with mesh and see if I could give angus a little bit of help with the topology and shading. I'm not great myself but I do want to help where I can.
The 3 P's
People
Communication was dead. Trying to communicate with the team didn't really result in any progress. I was trying to get communicate ideas and try to form some kind of structure but no one really communicated back. I'm not sure if I could have done any better besides try to communicate more often. Being the only team member consistently coming to class in the end, Steve suggested that I do my own thing and if the others don't like it they'll have to deal with it. Which although I agree is fair, it still felt wrong to do. In the end people started with just a few days left of the assignment. Even then it felt disorganised without actual directions.
When someone finally upload something to source tree it was within my own branch creating conflicts and errors. This wouldn't be to big an issue accept I'm pretty sure we had all complete GAD181 meaning we should all know how to use source tree. I didn't know how to ask if they know how to safely import their own assets without sounding condescending. I ended up vaguely asking everyone if they need help with anything... Which worked wonders. I was able to communicate with Sam and help Angus through some issues within unreal engine.
Process
What went right with the process? I wish I could say more haha. GAD181 taught me it's important to create clear policies and procedures in a group. We need to know what we expect of each other, what the project requires and what to do when these conditions cannot be met. I may have done well in this department within 181 but I didn't bring to the table the same skill set with this class. The 31st of august, within our 174 online class and after talking with steve did I finally got a wriggle on. I started to push communication within the team, started to present my own work and tried to get the team more involved. This was late and I know this could have been handled better. Almost a week after this the pressure was truly starting. I didn't want to push the team to work on something they didn't want to do but time was getting short so I started to push my own thing within the group. Fastforward a couple of days ago and with a little push for more communication we started to truly add things as a team.
BUUUUUUT it's 15 minutes until deadline as of writing this so to sum up, push for policies and procedures, explain your expectations early, create reasonable timelines/goals, and most importantly help when you can as often as you can(within reason).
Proficiencies
I feel like I have learned a lot during this last assignment. We dived into a number of different
Navigating and using unreal engine
How to effectively blockout a scene within unreal engine.
Topology and loose geometry
Support Loops/Holding edges as well as Shading within object normals.
How modifiers can and do import from blender to other 3D software with out having to apply them. (I'm still not sure if I'm suppose to apply them, but it works seamlessly and makes it easy to quickly make changes to the mesh)
Creating and exporting basic materials within Quixel for use in unreal engine.
Importing and using sounds both in the world space and as a static2d sound for things like music.
The basics of creating and using blueprints in unreal engine.
Creating and using bools
The basics of UI creation within unreal engine.
Plugins
Machine tools
Mr mannikin
Blender to unreal engine pipeline.
TexTools
UV-Packer
And this was just the stuff I can think off the top of my head.
Music: Tavern Loop 01 by Alexander Nakarada (www.serpentsoundstudios.com)
Licensed under Creative Commons BY Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
SFX: The sound of fire by Hadwin Channel (https://www.youtube.com/watch?v=_zDN_-5YG3g)
Copyright free | No Attribution
Fire particles is from the unreal engine starter content.