Monday, August 1, 2022
Cyberstein Final Sprint
Wednesday, July 20, 2022
Cyberstein Summer Sprint #5
Debugging, Lighting Pass, Material & Mesh Updates
Contributions:
1. Continued to test lighting within VR headset. Worked on lighting in the side rooms and on the monitors near Viktor. Created "TV light meshes" and a light material to give the illusion of god rays from the computer screens.
2. Debugged lighting issues and built out enclosure around the play area in order to combat light bleed.
3. Continued to modify room layout as needed (set dressing) and update materials/blueprints within the level.
Wednesday, July 6, 2022
Cyberstein Summer Sprint #4
Added Game Res Models, Set Dressed, Stripped Lighting!
Contribution:
1. Stripped Lighting: Troubleshooting lighting in order to bring the scene into complete darkness, removed all post processes, and started lighting from scratch.
2. Grayscale Materials for Lighting Test
3. Improved the existing Lever BP
4. Set dressed some of the level, implemented the meshes, and moved objects to make more sense within the space (ex. light intersecting gaps on pillars and lever station in awkward position on pillar, moved to opposite wall instead)
Wednesday, June 22, 2022
Cyberstein Summer Sprint #3
Updated Meshes, Materials, & Lighting!
Contributions:
1. Team Organization - Making sure things are turned in on time in order to meet presentation deadline.
2. Lighting - Another lighting pass for the updated meshes and materials.
3. Set Dressing - Set dressed the outside of the building to make it less empty looking.
4. Editing Body-Build BP - Updating and troubleshooting the new meshes/materials within the main Body-Build BP.
5. Editing Light Flicker BP - Created more light flickers in order to create a more dynamic feeling environment.
Last Week's Lighting
This Week's Lighting
Wednesday, June 8, 2022
Cyberstein Summer Sprint #2
Tuesday, May 24, 2022
Summer Sprint #1
Return from Summer Break!
This week, we've returned from Summer Break and have gone into a bit of a planning phase. We're really trying to button up any loose ends and begin tracking high priority tasks more closely. For the first two classes, Anthony and I were collaborating on what simulations and VFX need to be completed by the end of the project. We decided that we're going to do pre-baked destruction simulations in Houdini for the different endings. We've already begun looking up how we can achieve this and have begun development within Houdini. Lighting will need to continue to be worked on as we continue to filter more assets into the scene. Looking forward to what we will be able to accomplish by the end of the semester!