Bioshock Infinite Game Scene
Group Members
Anthony Herrera is our group leader whose job it is to organize and hand out tasks to the other members in order to make sure we hit our deadlines.
Trevor Davis is our lead texture designer whose job it is to create most of the texture assets for our scene.
Patrick Tambunting is our lead modeler whose job it is to create most of the model assets for our scene.
Mari Fong is our lead Unity designer whose job it is to set up and arrange our models, textures, and post processing effects to create the final game scene.
Trello Board
Assigned This Week
Anthony
Model the Statue of Comstock
Patrick
Model Modular Pieces for Street Buildings
Trevor
Model a Stopping Bar
Model a Umbrella
Mari
Research Particle and Post-Processing Effects
Completed This Week
Anthony
Patrick
Trevor
Model a Stopping Bar
Mari
Figure 2.1
Still In-Progress
Anthony
Model the Statue of Comstock
Patrick
Model Modular Pieces for Street Buildings
Trevor
Model a Umbrella
Mari
Research Particle and Post-Processing Effects
Object List - 3,338 Tris
Buildings - 1998 Tris
Yellow Store Building
Bell Tower
Modular Street Buildings - 1998 Tris
Cafe Building
Modular Floating Buildings
Bell
Small Props - 602 Tris
Trash can - 90 Tris
Bench - 360 Tris
Table
Chair
Umbrella - 152
Platform Connector
Fence Bar
Fence Post
Large Props - 738 Tris
Lamp Post
Hot Dog Stand
Fresh Produce Stand
Giant Billboard
Platform Post
Stopping Bar - 738 Tris
Platform
Platform Street Bridge
Platform Central Circle
Platform Connector
Platform Stairs
Hero Object
Statue of Comstock
My Work
This week I found and tested a few assets I found on the Asset store that I thought would be helpful in finalizing our scene.
The first thing I tested out is a few free skyboxes I found in the store. While they are a vast improvement upon the default skybox, none of them have the look and feel that fit the Bioshock theme.
Skybox 2, for example, had the right amount of clouds and fog I was looking for (in just the skybox), but was too cool for the warmer feel of Bioshock. It also has a very huge and obvious seam where the image starts and ends, and while on a static scene it would be ok, due to the fact we are doing a walkthrough the scene, it would be far too obvious.Skybox 2
| Skybox 1 |
Skybox 1, on the other hand, was the right tone of blue, and the sky on the underside had the right kind of haze, however without an appropriate amount of clouds in the skybox itself, it would reduce the amount of depth in the scene if I were to just use clouds I created in the scene.
Next, I decided to test out a grass asset that I had gotten off the store that we could use to add some subtle detail to the playable area to give it some life. It is very detailed, and not too realistic which will fit into the scene. What will most likely happen is that I will create multiple pieces of terrain that I can then scatter throughout the scene in places that I see fit. The grass includes flowers which can be used to add a bit of floral decoration to portions of the scene, wherever they seem fit.
| Grass Asset |
| Tree and Grass |
Work for next week:
Start comparing assets (different skyboxes, thinking of creating custom assets [skybox, particle systems]), get any completed models in to start building the scene and figure out any flaws in the models (scaling, for example). If there are any assets that can be textured, I will try my best to help with that process (i.e. texture props).
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