Thursday, November 30, 2023

Spongebob VR Final

 For this final check in, I separated the mesh of the condiment bottles in order to be interacted with through a blueprint. I took all of the textures from the sourcefiles folder and reimported them into their respective folder. The materials would update with the new, final textures in the scene. To allow for Plankton to hide in the storage closet, I edited the collision of the storage mesh. I put several grabbable krabby patties into the closet as a fun surprise. 






Thursday, November 16, 2023

Spongebob VR Week 4

 For this week, I added colored textures to the environment and props in the scene. I used Zbrush to carve in details to the crate and barrel models. I exported these high-rez Zbrush models and baked them onto the original models. I used Substance Painter to create the textures, along with adjusting the roughness maps of all of the models. I imported the texture files into the sourcefiles folder and into the Unreal project and updated the previous black and white textures.






Thursday, November 9, 2023

Spongebob VR Week 3

For this week's Spongebob VR project, I imported all of the grey textures and made materials using the texture maps. I created the texture for the spatula in Substance Painter and applied it to the object. The main body for the spatula is a metallic gray color, while the handle is a black color with little specularity. I created a main parent material with parameters for the roughness and darkness. I created instances of the parent material and assigned them to the various objects in the scene.






Thursday, November 2, 2023

SpongeBob VR Proxy Week 2

For this week's VR game assignment, I replaced the previously existing meshes in the scene with the updated game-res models from the sourcefiles folder. Most of the meshes were already very close to the shape that the group envisioned for the game resolution pass. I took the low poly models and added bevels to remove the hard edges that stood out. I smoothed the edges of the models to remove the noticeable faceting. I cleaned up topology and aimed for tris and quads. I adjusted some of the UVs to prepare for texturing.





Final Turn In