Ba2a Asset Production Week 13 Review
We started this week with a recap, in my specialism of Asset Production I should be texturing and presenting my final model.
Our lecture also focused on colour theory, hue, value and saturation. We also looked at the 'saturation continuum' and the difference between RYB and CMY colour wheels (CMY being the process wheel). The Munsell Wheel is based on afterimage colours found in nature. The Light Wheel is based on the colours that white light are made from, RGB, standard for Photoshop. Analogous pigmentation used three simultaneous hues on the wheel. Triadic pallets use three colours equidisdant from one another on the wheel.
We were tasked to assess three images shown at the end of the lecture. The slides can be found on the VLE.
We brushed up on UV unwrapping in the Asset session, this MEL script is perfect for hardening edges in MAYA prior to baking.
- string $objList[] = `ls -sl -o`;
- string $uvBorder[];
- string $edgeUVs[];
- string $finalBorder[];
- for ($subObj in $objList) {
- select -r $subObj;
- polyNormalPerVertex -ufn true;
- polySoftEdge -a 180 -ch 1 $subObj;
- select -r $subObj.map["*"];
- polySelectBorderShell 1;
- $uvBorder = `polyListComponentConversion -te -in`;
- $uvBorder = `ls -fl $uvBorder`;
- clear( $finalBorder );
- for( $curEdge in $uvBorder ) {
- $edgeUVs = `polyListComponentConversion -tuv $curEdge`;
- $edgeUVs = `ls -fl $edgeUVs`;
- if( size( $edgeUVs ) > 2 ) {
- $finalBorder[ size( $finalBorder ) ] = $curEdge;
- }
- }
- polySoftEdge -a 0 -ch 1 $finalBorder;
- }
- select -r $objList;
We also looked at the baking process in Substance Painter and designer, which will speed up my workflow massively.
Our Games Studies lecture was "Performing Games: Games as learning tools". Which is perfect for me as my essay is focusing on tutorials in gaming.
Academics to look into:
James Paul Gee (situated learning)
Sasha Barab
Katie Salen
Connie Howell
We have a blog task this week accessable through the VLE.
I've been working on my amplifier model in Substance Painter. I only started looking at the software this week, and I feel as though I'm getting the hang of it. Progress screenshots below.
I got a chance to talk about some of my ideas for my essay in the group crit this week. I'm going to read into James Paul Gee's writings on games as learning, as my essay will be focusing on effective forms of tutorial in gaming.
In our IndieDev skills session we looked at the variety of particle effects available in UE4.

We created an explosion effect that triggers when projectiles collide with a surface. We used fried chicken to create the smoke effect.
I've been working on my amplifier model in Substance Painter. I only started looking at the software this week, and I feel as though I'm getting the hang of it. Progress screenshots below.
I got a chance to talk about some of my ideas for my essay in the group crit this week. I'm going to read into James Paul Gee's writings on games as learning, as my essay will be focusing on effective forms of tutorial in gaming.
In our IndieDev skills session we looked at the variety of particle effects available in UE4.
We created an explosion effect that triggers when projectiles collide with a surface. We used fried chicken to create the smoke effect.
I had my second tutorial with Merlin on Friday, in which we discussed our progress with research for the essay. We also ensured we were on track with our practical work, for me being my guitar amplifier. I feel that I'm almost up to date with most aspects of the course, things are going well.
I rendered the front and back of my amp in Substance Painter using Iray
I rendered the front and back of my amp in Substance Painter using Iray
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