Lego Project Part 2
For our 4th week project, our whole class is going to make a Lego level together as a team. There are four sub teams: Character Team, Transportation Team, Aircraft Team and Environment Team. I am in transportation team with Doug, Connor, Moss, Francisco and Michael. I think every single one of us is Awesome!!!!
Just like our previous Lego project, we begin with modeling our single pieces. I choose to do a steer-wheel.
This is my high Res model below.
This is my low Res model below.
We learn how to do LODs for UE4 meshes.
I also go back and make a lower mesh version for the z-shape blocks I did last week.
The whole class as a team, we expand our Lego library for this project. We have more pieces to use.
At the same time, we learn about perforce for source control in Tech Art class. I set up our project structure in perforce for this project.
I am in transportation team. We did some research and brain storm some ideas about what to do. Here are some reference images we find very inspiring. We also talk to environment team to make sure we all on the same page.
After we had some basic idea, we begin build some prototype with real legos. The images below shows a part of our vehicle build by Doug.
After a quick group meeting, we decide to split into two small group. Each sub group is going to make one vehicle.
I am in charge of making the front part of the vehicle.
I went through some trial & error.
This is something I am happy with. I hand this over to Francisco to continue the backside and legs. Then Moss is building all the accessory and weapons.
This is the final result of our teamwork.
Mean while, Micheal, Doug and Connor work on the other vehicle below.
Finally, we convert our vehicles into blue print to use in the environment.
All 24 of us in the class contribute to the final level. The environment team did a great job making great environment and putting everything together. Leah light the final scene in UE4.
The Maya model turned out well, it does appear to be very high in poly count, especially in the red base. I think we can almost the same shape with fewer polygons.
ReplyDeleteSpend a little more time in Maya showing your grey shaded model along with the wireframe.
At the same time, have a better showing from your work in UE4, get rid of the default material along with the interface from UE4.
Great job with all of the Perforce work!
UE4 team project tuned out very nice, I do think that the materials could have used a bit more work. It is cool to have the glowing part but it does feel like the glow material was leaned on a bit much, so what we ended up with was super bright materials and super dark materials, there is no real value change across the spectrum of what is shown. Also designs did feel a bit too compartmentalized, needed to have a little more syncing up between pieces that were made to make a unified design.