Thursday, 23 October 2014

Week 4: A kind of 'Game Dev Post Mortem'?
11:39

Week 4: A kind of 'Game Dev Post Mortem'?

So this past week has been a flurry of emotions and in a way, I'm sad to have finished the group project but incredibly happy it's over and done with. Being with an awesome group of people really helped lighten spirits during the dark days of light maps. Gah. Normal 0 false false false EN-US JA X-NONE ...

Saturday, 18 October 2014

Week 3: Baking, Breaking and Window Making
15:50

Week 3: Baking, Breaking and Window Making

So it's the start of a new week and that means we've got one week left until deadline day, eek. Luckily we've almost finished so at the moment we're not panicking too much about anything. Yet. As I mentioned in last weeks update, our group got together on Sunday night to build the paper model of our film scene. In the four (ish) hours we were together, we managed to build the...

Sunday, 12 October 2014

Week 2: Group Projects and Grillings...
10:04

Week 2: Group Projects and Grillings...

*Cue the harder work, harder decisions and harder modelling* So Monday was the deadline for the asset project, and we found out last minute that our light maps were horrendous so that was a lovely hour being spent fixing lighting! I don't think I've ever seen so many people so close to tears... Anyway, I really enjoyed the asset project and it was a lovely start back into the...

Sunday, 5 October 2014

Even MOREEEEE Assets
15:51

Even MOREEEEE Assets

So the asset swap project has finished! All imported into UE4 - yay - just one last extra asset to import and we're good to go.  Our group is doing an axe as the extra asset and I've got the task of doing the roughness and normal maps which I'm super super happy with. I'm now 99.1% happy with the PBR method and roughness maps are my new fave <3  I textured the...

Saturday, 4 October 2014

Week 1: It's not all doom and gloom...is it?
08:07

Week 1: It's not all doom and gloom...is it?

So it's my first week back here at DMU and I'm just as stressed now as I was before final hand-in. What's that all about!?  To cut a long story short we've been set two new group projects which are pretty damn awesome, but on top of that, a whole new method of texturing. Fab.  So instead of using the lovely old diffuse/spec/normal maps, we're now using PBR which is...