Production | Sprint 4
Yet another sprint comes to a close in production and work is progressing at a steady pace. Following the last sprint I was tasked with wrapping up what remained incomplete.
What was difficult was the scale of four of the models made. Both variants of the subway were so large that it required adjustments to our texture sheets. In addition, laying out the UVs was the most time consuming.
I spoke with my leads regarding the pipeline for reporting work in Jira. Multiple props shared the same texture sheets and showing them in the zero to one space was difficult. So we opted to either lay them all out and select the individual objects or just automatic layout just because its to show that the UVs aren't stretching.
All that remained after laying out all the UVs was texturing all the props and implementing into Unity.
This process was pretty simple and therapeutic. I often prefer masking over ID maps. I prefer to take the time to mask and paint where needed than spend the time to ID map. As a Professor I'm fond of would say there are multiple ways to skin a cat.
My producer approved of all the textures that were made. I always opt to texture all models all at once. They take up the same UV sheets and all I need to do is apply different lamberts with the proper naming conventions and I can efficiently get a lot done. I advise my colleagues to do the same to save time. This is with respect to what is asked of them. I never instruct them to go outside the parameters of what the lead asks us.
My producer approved of all the textures that were made. I always opt to texture all models all at once. They take up the same UV sheets and all I need to do is apply different lamberts with the proper naming conventions and I can efficiently get a lot done. I advise my colleagues to do the same to save time. This is with respect to what is asked of them. I never instruct them to go outside the parameters of what the lead asks us.
By this stage in development I have gotten very comfortable with using Unity. Being on the animation side of the degree means I get fairly little exposure to it compared to Unreal. I have gotten quite adept at making prefabs and exporting the packages as needed for the production.
In the upcoming sprint I look forward to being tasked with banner art for the production's Itch.io page. 8 weeks and 4 sprints into development and I have ironed out the kinks with my leads in the pipeline and work is done smoothly and with ease.
Comments
Post a Comment