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!
Wednesday, May 11, 2022
Wednesday, April 20, 2022
Cyberstein - Build & 'C' Level Delivery
Cyberstein Sprint #7
This sprint, I focused on redoing the lighting for our scene! For this project, we're taking a lot of inspiration from Blade Runner, so I decided to use one of the Syd Mead's Sci-Fi apartment concepts for reference. I also created my own cube map with a Blade Runner-esque cityscape.
Wednesday, April 6, 2022
Cyberstein - Polish & Level BP
Cyberstein Sprint #6
This week we focused a lot on trying to figure out what things we really wanted to nail down and polish within our VR experiment. Since I've been having a few issues with the spline for the last Sprint or so, I decided to modify it a bit. I've done quite a bit of research and reference gathering, but I think I know what I'm going to do now. I've decided to take the saw away completely and replace it with a really small emissive sphere with the sparks VFX attached to it. I'm also going to attach a beam emitter to the BP so that the laser cutting through the garage door leaves a "heat trail" behind. It's also extremely dark in our scene right now, so I went in and made some slight light changes so that it wasn't as hard to see in some areas. Along with the "garage door being cut down effect", Ryan and I worked together to implement the timing into the scene itself, so now it only plays when the endings are triggered. We also worked together in creating an environment animation and attaching it to a BP, so that the garage door falls when the ending is played. We've yet to implement that specific BP into the level BP, but it's on it's way!