The Final Post
The final sprint has come and gone. Now the team and I have our final product and I have to say that I was really happy with how it all turned out. My role in the team was more of a flex modeler for our lead to get things in he wanted to see. I managed a decent chunk of our clerical work, but I have to hand it to my teammates that they did a great job with their work.
I had been taking 495 concurrently with this course, so prior to getting to this project I had a very good understanding of pipelines and workflows which helped advising the lead and team. I UV'd all my models and did my best to maintain our self enforced poly count limits per prop. I often gave modeling advise to my peers on how to achieve certain looks and get around any issues they may have been having. I did my best to give my models that stylized look that the game has which I think I did an overall good job achieving.
The whole production was very relaxed and I got along great with the team. We had a real chemistry that made the project more fun than work. We got to a point where we made a sea shanty together over Discord and it was a lot of fun. We were running off of no sleep but it was a good experience.
I honestly have to hand it to my team here because they did a lot of the heavy lifting. They were very understanding of my situation and were very accommodating. The main issue I had was time, organization, and the poly count limit. I simply did not have that much time by this point of the semester due to my personal life and finals stacking up. In terms of organization we didn't have a specific pipeline to follow so it made compiling work a touch problematic but those issues were easy to resolve. The poly count limit was a minor issue but we implemented a system that used unused polys from other props for pieces that needed more.
This was a breath of fresh air and I it was a nice way to end my last semester here at Chico State.
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