With week 1 being as successful as it was I tried to get the team to relax a bit and have some time to themselves, giving Sunday a break day. If they want to work on that day they're more than welcome but I wanted to assure them all to take it off. Once getting started on week 2 Tuesday what I wanted from the team was constant progression updates to make sure no one was lacking behind and I could get a hold of every ones work pace as well as my own. I managed this by asking Harry (Our blueprinter/Discord server host) to make channels for everyone to put their work in.

Although our aliases are hard to get, I will name them below.
Milk - Me
Dervy - Dervis
Fathenzi - Lewis
MaggieVolk - Maggie
Regles - Regan
Tengu - Harry
The reasoning behind this is because that's our preset discord names. This doesn't effect our workflow, it's more for everyone to understand who is who. As for this, I am doing this weekly check to make sure each page is updated at least once. Other than this I making sure everyone is using the Trello correctly and the way I like for information understandings to be simplified. This is done by using the correct labels and layout efficiency. Shown below is how the Trello looks as of week 2 (link to trello https://trello.com/b/b35BqicS/group-collab).

The keys are what we are primarily looking towards, keeping everything unfinished on top and everything completed can be moved down foe ease of access. The reason I've chosen to do a individual set of notes is because we're being marked individually thus the Trello being separate like this shows what people have done and what they're meant to have achieved. This alone will allow the markers to be able to look at the time management in the workflow of everyone. That's most of the team management done up until the weekly meeting. The meeting will consist of everyone maintaining the idea and concept we have in mind as well as any help needed in any respective subject can be assisted by whomever is good with that program.
My own work - Textures/Environmental pieces
As for this weeks work of my own I've been asked to create sets of textures ready for assets and the main character. We will start with the asset textures first, I have been asked to make 1x Leather texture but 3 different color variations, 1x Wood texture that resembles dark wood and 1x snowy courtyard flooring. Show below is 1 variation of each that could/may not be added to the final product. I am still awaiting a response for most.

All these textures are 2048x2048 but for video memory sake it can be tuned either down resolution or up depending.


As for these textures I was then asked to create 2 different patterns for our main clothing on the character. One light and one dark, the concept behind this was to have the materials change adjusting to the light levels in the game, if you stand in the light for long enough the light material is there, if you stand in the dark the dark will appear using the opacity channels in UE4 to create this level of materials.
Dark texture Light texture


Completed this week from me:
- Team leader role
- Trello update
- Presentation ready for week 2
- Texture materials and reworked for exactly what they want
- Concept materials
- Google drive updated with correct folders for everyone
- Team Trello updates
- Team meeting 2
- Prop creation underway (Regan checkup)
- Main mechanic checkup (Lewis & Harry)
- Meeting with Maggie about ZBrush help
- Dervis checkup on environment greyboxing
- Extra textures done in case needed (Extra time on hands and getting a better understanding of substance)
- Discord updates
- Attended weekly meetup with lecturer Stephen for feedback
- Asked Kayleigh (Lecturer) for help with height maps
- Emailed Chris about height maps in designer

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