CAGD 495 - Sprint 2

CAGD 495 - Sprint 2

MMEM Lab Safety

Production Process

The production process for this sprint was a bit more straightforward than the previous sprint. We were all assigned tasks by our producer and could get straight to work at the beginning of the sprint. I did get sick over the weekend, but managed to still get a decent amount of work in. Ideally, next sprint I can add a few more points to my completed than this sprint now that I have another weekend.

Problems/Solutions

One of the problems we ran into with modeling was that we had our Maya measurement settings set to centimeters. This meant that whenever you brought the model into Unity, the objects would be extremely small. Both Ryan and I made the switch to meters to avoid this problem in the future, so models should come in at a much more reasonable size.

I also had trouble understanding the process of making an object interactable. Thankfully, Marco helped me through this process and I walked away with a much better understanding of the workflow. He also helped me with understanding GitHub branches and their functionality.

Work Assigned/Completed

One of the first things I started on this sprint was the model for the med kit. I had a lot to consider when creating this asset as opposed to a normal prop. For one, the player could pick up and interact with this prop, meaning I couldn't delete any faces that were visible on any side of the model. Ordinarily, I'd delete the back faces since they'd be up against the wall, but I had to include them with this model. Another thing I had to consider was that I had to make this as faithful to the original object in the real world as the user will need to be able to easily identify the item within the lab. 

Med kit Model & Textures

The modeling process went relatively smoothly. UVing and texturing is where I ran into the most problems as I had stack similar on. This tool is useful, but can also lead to a lot of baking errors, which I soon found out. I went back and forth between Maya and Substance Painter in order to resolve the UVs baking onto the wrong parts. Eventually, the final product came out really well and is almost one to one with the real life object.

The next thing I modeled was the fire extinguisher. The process was identical to creating the med kit. It needed to be watertight and realistic. One of the more tricky parts was trying to get the decals onto the object to work correctly. Sometimes the stickers would duplicate on the other side of the body of the extinguisher. Sometimes they would warp in strange ways. Eventually, I found what worked best and what values to change to make it work. Both the extinguisher and med kit are located on the same 2K texture sheet. Screenshots of the UVs are from the model by itself.


Fire Extinguisher Model & Textures

The next couple things I worked on were more of what I was used to, that being static props. The first thing I completed was one of the sinks/counters that's found in one of the labs. I deleted all the back and side faces which would be covered by the wall. Overall, there are not too many polygons present in the model, but it still resembles the real-life counterpart well. I also worked on a sandwich model which more so gets the idea across that this is a classroom setting. This model will be located in the classroom, where food is actually allowed. It could still be used as something to point out in the lab that shouldn't be there, so I left the faces on each side intact.

Sink and Sandwich Models

I plan to make a backpack model as well to further sell the classroom settings. This will be included in the blank UV space left in both screenshots. The sink, sandwich, and backpack will all be on the same 2K texture sheet. This is what I will endeavor to get done early on next sprint.

Overall, this sprint was mostly focused on modelling and texturing. Modeling was a bit different due to the considerations I had to take in when creating and optimizing meshes. Texturing was also a bit different due to the numerous bake errors I had while trying to stack what I could to optimize space. 

The one thing I do wish we had was a bit more direction on what meshes to place onto which texture sheet from the very start. I believe that having the med kit and fire extinguisher on one will be fine, but we do need to consider how to consolidate our other props onto texture sheets in order to save storage space. 

This should be a bit easier considering I'll be working on more props this sprint, so I can organize them a bit better and ask our producer what best practice would be. This isn't to say the producer didn't give me direction. The number of props we had at the beginning was limited so it's difficult to guage how many sheets we should have in total.

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