CAGD 495 - Sprint 6

 CAGD 495 - Sprint 6


Production Process
The production process for this sprint was a little different in the sense that I front loaded work, but then had to tackle one of the machines which took much longer than I initially estimated. Other than that it went smoothly and I didn't have any production related issues.

Issues/Problems/Solutions
I didn't run into any major problems that delayed my progress other than the complicated machine I had to make. Everything went smoothly, but I do want to dedicate more time this sprint to wrapping everything essential up early during sprint 7.

Sprint Kickoff
This sprint kickoff went smoothly and I was able to get a manageable amount of cards. I still have some left from previous sprints. One card that might need further explanation is documentation as I'm not sure what I should put other than my own personal guidelines, but I'll have a conversation with the producer when I come to work on it.

Work Completed
To start, I modeled/UVd a computer monitor. I chose one of the dell monitors as reference since these are widely used and look similar to those found in the classroom. I started from the bottom up since it uses a square base. I made the stand separate from the connector and screen. I mesh combined them and cleaned up any Ngons or weird geometry. I textured it alongside the other two smaller props I made this sprint.

Computer Monitor

Next I worked on an exit sign since they're littered throughout the building and its surroundings. It's also a key element for the safety aspect of the VR experience since players need to know where the exit is in case of an emergency. The model itself is simple since it's mostly a beveled cube with a couple edges I had to slide to get the feel of it right. I was able to find a very nice decal for the "EXIT" text online that's free use which I projected onto the texture. 

Exit Sign

Next I worked on ceiling lights. I chose to model the ones from lab 1 since they appeared more frequently than the ones in the classroom. I made them somewhat modular since not all sets of lights were the same length. It consists of two parts, the start/middle piece and an end piece. The start piece has only one side with a connector between the lights while the end piece has two connectors in total.

Ceiling Light End Piece

The most time I spent this sprint was working on the Bridgeport milling machine. This machine has a lot of organic shapes and smaller facets that needed to be modeled. I tried to conserve as many polygons as I could, but it still ended up being 10K+ tris. I have still yet to texture the machine because I still need to give it another once over and check for Ngons. I also need to clean up the hierarchy since none of the objects have been combined yet. Regardless, this is the final model and I believe it resembles the actual machine very closely. 

Bridgeport Milling Machine

While this machine did take a long time to make, the other milling machine I need to make contains many similar features. This means I can reuse some of the elements from this machine in order to get the Webb Milling machine done with a few modifications. 

Work Incomplete
The work I left incomplete is texturing the Bridgeport milling machine, modeling/UVing the Webb milling machine, texturing the Webb milling machine, documentation of my texturing process, and texturing the outside walls using a trim sheet. I do have a problem in that I don't know what to texture exactly when it comes to the outside walls, but I'll have to ask the producer when I come to work on it.

Current Work
I'm aiming to get the Bridgeport machine cleaned up and textured at the very start of the sprint. Alongside that I'll endeavor to get the Webb milling machine done early so that we have all essential machines in the game.

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