This week our team has been split because of trips home for easter although we all have work that we'll be getting on with during that time.
For me this week has been a week full of juggling again; I wanted to texture Macduff and rig him by the end of this week but I also had responsibility of the engine file again to add in some features such as a handheld candle light and a slightly different lighting set up to the one we had previously.
Since this week was the third week of my character I really needed it finished if I wanted to stay on schedule.
I wouldn't say I'm 100% happy with the texture but with the clock ticking I really needed to move on and commit to coming back to him during polish week.
After struggling for most of the day with rigging I came across Mixamo which rigs for you- although I want practice with rigging I'd rather practice when I actually have the time to!
I decided to go ahead and check the textures in unreal and I had such a hard time when they turned out looking absolutely awful with nothing I could apparently do to fix it. I eventually worked out I had imported my normal map incorrectly but I decided when I work on Macbeth I'll check his textures in Unreal rather than Marmoset; in short, Marmoset spoils me.
Between texture exports I worked on our engine as I mentioned earlier, and I'm much happier with it now.
Here's some screenshots of Macduff in engine as well; although I'm not entirely happy with him at the moment I can't afford to not move on.
Ellie:
This week I was at home visiting family for Easter, and so unfortunately no noteworthy progress was made due to a lack of access to necessary resources to continue working. Progress will resume next week!
Carrie: Also visiting home over Easter.
Jacob:
First job for this week was to get the interior model finished so that it could be imported into engine to be textured. It was tricky but in the end I managed to do it with both parts as one mesh to try and avoid light leakages once it's in engine.
One it was remodelled I spoke to my team to figure out what textures would be going on what part of the model. After this discussion I applied a multi-sub material to the model which would accommodate for these textures.
We eventually came to a total of seven different textures to use in various places. These textures were: plain stone, stone wall, plain wood, wooden planks, emissive white, non-reflective black and the texture going on the wall of the theatre.
Above is the gravel texture of our map being painted on one tile, and below you can see what happens when I can on this same texture over to the tile directly next to it.
At the moment this problem will probably have to go on the back burner until next week and hopefully we'll be able to find a solution.