Art Team Devlog 2
Aaron’s Work:
Elian and I worked on getting the animations retargeted. Things went well for the Peasant girl. However, the guard pack gave us some trouble. Elian managed to figure out the issue, which allowed me to continue with retargeting the animations to the polygon characters. Currently, I have managed to add to what Elian had started with the Peasant girl. Once I have found all of the animations for the peasant girl, I will move on to the prince and guard. Most likely, Elian will get to the guard before I do.
Aidan’s Work:
I discussed with Elian and Aaron about what our next steps in the project will be, and created a list of what we discussed. I also spent some time searching for one of the animations we were missing, but concluded that we may have a better chance with making adjustments to the animations we currently have to fit what we need.
Christian’s Work:
Once again, a lot of what I did was mostly light work in making sure things were getting done and being communicated. The main thing I worked on first was making sure the layout of the garden and the first floor got to a satisfactory point. Jacklynn and Riley were able to work out the kinks in the design, and I gave the go-ahead to start blocking it out. I then created moodboards for all of the rooms on the first floor of the castle and sent them to the art team for future reference. Next, I sorted out a merge conflict with a push Riley made where he accidentally put his changes to the blockout in the wrong level. After that was fixed, I replaced the graybox of the outer castle wall with an actual wall, and then discussed adding more castle assets to create visual diversity between the castle and the outer wall.
Elian’s Work:
I worked on getting more of the animations retargeted to the knight polygon character, the 2nd knight polygon character, the peasant girl player character, and teaching Aaron how to quickly do the animation retargeting. I also helped organize the animations into a folder with Aaron. We have been marking off the list of the animations we have and the animations we still need. One of the knight characters did not retarget well, so I taught myself through videos on how to assign joints to the character bones so that the retargeting would work a lot better when transferring animations over from the old model to the new model.
Elijah’s Work:
This week was mostly waiting around for the VFX list, so when I got it, I looked through the packs and found that we had pretty much everything on the list, with really only one or two things missing. I also added some VFX packs of a realistic VFX pack and a breaking things pack.
Jacklynn’s Work:
This week, I created a moodboard document for everyone to submit images/ideas for the rooms of the castle and added a few rooms to it with descriptions, revamped the first floor with a more put-together layout, and pitched designs for the basement and 2nd floor layouts/designs.
Kyra’s Work:
Did gardening on the outdoor level block out. I didn’t fill in the maze portion as I assume that’s more of a design task, and I’m bad at mazes. Uploaded the flowers into the foliage tool. Bushes were placed manually so I could reposition them as needed. Needs review.
Lu’s Work:
I drafted the interior designs for the kitchen, entrance hall, and dining room, and began to build these three rooms in UE.
Date the Prince
More posts
- Design Team Devlog 21 day ago
- Coding Team Devlog 21 day ago
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- Coding Team Devlog 18 days ago
- Art Team Devlog 19 days ago
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