Sprint 3 Blog Gun N Gauntlets
Sprint 3 Overview:
During this sprint, I started working fully on tasks for the Gun and Gauntlets Team. The most task I have done had to do with modeling assets for the game as well as keeping within the restrictions the lead/designer wants. However, there were aspects he wanted me to hold back on. for the textures for the models after the sniper model was not to have a texture until the shader issue was decided upon. once I got that news I went to work after that.
Tasks completed for Guns and Gauntlets:
- Sniper Model (3 points)
- under 2000 tris
- UV / texture map at 512 x 512 pixels.
- Assault Rifle model (3 points)
- under 2000 tris
- UV map at 512 x 512 pixels.
- 18 Attachment models (3 points)
- 100-200 tris each
- UV map all at 512 x 512 pixels.
Tasks in Progress for Guns and Gauntlets:
- Portal Altar Model (3 points)
- under 3000 tris
- UV map at 512 x 512 pixels.
Tasks incomplete for Guns and Gauntlets:
- Newly added Bank Door.
Problems Encountered and Solutions Given:
There was only one problem throughout this sprint that had to deal with the 18 attachment models. I was given this asset list for the creation of the models.
However, there was a problem with it.
Most description written of the attachments was very vague. The ones marked in yellow were ones that I understood, but the ones in red were the ones that I had trouble understanding the picture of it. Certain of these attachments in red were describing it as an attachment that will be on the weapon of choice (condensed barrel, leather sling, hair-trigger). When I thought of that I questioned do I do a custom model for each type of weapon. The next question was what some of these attachments would look like (motorized eject, speed bullet, essence tap, adrenalin pumps).
I took this to Alex to understand what he wanted. what he wanted is a model that would be found on the ground; however, it will not be displayed on the gun. He also wanted to give me a bit of freedom in deciding what these models would be. It is nice to have the freedom, but I needed to know what it would look like for the style of the game, and then he gave some reference images but for some, I just went with it.
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