PSYCHEDELICS // 17.12.19
Disco planet from afar. As you can see I added my Hologram Shader to the outer shell of the Disco Planet to make it look a little more spacy and alive.
seen from United States
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PSYCHEDELICS // 17.12.19
Disco planet from afar. As you can see I added my Hologram Shader to the outer shell of the Disco Planet to make it look a little more spacy and alive.
PSYCHEDELICS // 17.12.19
This sprint was rough. We had a long talk with Lisette about it during this retrospective session because the group was feeling down. Also the whole situation with Sabine in the atelier during the presentation was intense and needed to be talked through to clear things up.
For me personally, I have to admit that I find it very hard to stay motivated during the last part of this project. This is because I for one am already thinking a lot about my graduation and how I want to execute this, and also I’m really finding it harder and harder to adapt to Sabine’s brand, which is so different from my personal style. Because of this, I don’t feel like I’ve had enough freedom to experiment and create in the way I wanted to for this semester. I would’ve liked to create more realistic looking things and in a less cartoon/graphic/Sabine Staartjes style. This is of course something that I will be walking into more often in this industry, but still. Of course there’s no need to say that I did learn a lot still and will be able to apply all this knowledge according to my own terms during graduation.
SPRINT GOAL : FOCUS ON INTERACTIVITY WITHIN THE GAME
POWERPOINT PRESENTATION LINK : https://docs.google.com/presentation/d/1wiIAXWiHfW7qdtqDPg2roDwfZPGfgbstl4p2e68G1Ak/edit#slide=id.p
PSYCHEDELICS // 17.12.19
I added a shader to one of the (copied) parts of the disco planet I modeled and it’s almost like a animated deconstruction of the disco planet. I really like the mesmerizing effect of it.
GOAL // 17.12.19
Comparison between the old and the new hologram of Sabine. Changed the hair texture, bow and sculpted more detailed ears.
Sabine really liked the new version of the avatar and liked the way I made the hair look palmtree-like. (Sprint 4 Review)
GOAL // 17.12.19
During the last sprint review Sabine said she didn`t like the hair and hairties of the avatar, so I updated/adjusted it, I prefer this more than the old one. The hair is kind of palmtree like now, and I bended the hairties a little differently.
GOAL // 17.12.19
360 view of new and improved Sabine. I reduced the mesh in Maya because there were so many faces which made the file really big. Mesh > Reduce < Percentage
GOAL // 13.12.19
Hover texture changes once the user touches the object. Box colliders make the objects react to each other. If I were to activate IS Kinetic on one of the objects, this object would not respond to the others and would stay in place.
I applied this to Sabine’s World for Sprint 4, so during the presentation users were able to grab controllers I modeled and throw them into basket ball baskets. I would like to continue this further and make it more like a game, so that when you throw one of the throwables into the baskets, you get some sort of feedback. Maybe by changing the color of the basket, or sound etc.
I used the Game Engine user manual for this which was really helpful.
GOAL // 13.12.19
The first issue was that I wasn’t able to visualize the controllers in VR. After fucking around for really long, asking Rachid, Isabel and Robert for help. Rachid figured to re-import steam, to import the missing files. This worked.
The second issue was that the glove didn’t have the texture, it was just bright pink. Wesley showed me to Edit > Render Pipeline > Light Weight Render Pipeline > Upgrade Project .......... This helped and got the texture back in.
After that, when I got the grab and throw to work, the object would turn bright pink. I asked Wesley for help and he told me it was because of the Hover Highlight. By (in VR) grabbing the object, it creates a highlighter which has a filter holder. When you select it in the Hierarchy you can open the material. Copy the Highlighter, open both of the materials next to each other in separate inspectors and copy the color code. Now make sure the Hover Highlighter is updated and in use.
I used the Game Engine user manual for this which was really helpful.