I kinda covered this before in my last post, but I thought it'd be far better to just build a new one. I'm not all that happy with the last blog. Why not strive to do better? So here I get to talk about what went well, and what went wrong.
THE GOOD :
Our scene looks awesome. Honestly I think that's pretty good. The whole goal of this project was to make an accurate(ish) representation of a film room and we did a pretty alright job.
Above is the scene from The Shining. and below is our version. Not perfect, of course, but pretty good.
Obviously things are wrong. If I was to go back and do this project again I'd spent alot more time working on getting these materials perfect. Thats the issue with making things from a photo especially with PBR we only just started using.
Theres also the issue of lighting doing weird unexpected things. Like the metals in some areas worked, and in some areas like the tap at the back just turned black. I also had a very hard time getting defined shadows like we had in the scene. Sometimes you have to trade one shadow you want for stuff you don't. Its a loosing battle. I think we needed to start on Engine work abit before and really work on these things. But this is minor stuff.
Another amazing thing was the white boxing. I cannot stress this enough how useful that white box was. It was really awesome how everything we made fit in the scene in scale just because of that white box.
Also our real life model was awesome. I know it wasn't my favourite thing and I spent more time focused on the Engine but that model does look really cool now that it's finished.
Overall ultimately I'm very happy with how this project turned out. Our end result is great, and so has been every other group I've seen. Its really impressive what we can make.
THE BAD :
I think the biggest thing I would have wanted to change is the room itself. Now this green bathroom is interesting yes. And we made it really cool. It provided challenges in the right places and was hard to do. But it just doesn't inspire me. I just never felt that connection to it that I really want to make this scene and make it well. I guess this is something you have to deal with in the industry, of course. And we did spend a LONG time on the process of finding a room so I'm glad we stuck with one. This is just personal preference.
We also had many issues over communication. This got better later on, but it was constantly an issue. We had things like people not knowing when we were meeting up. It just made things harder than they should have been, which I guess was a returning theme. It's something we can easily work towards in other group projects and considering this was our first ever group work project its no surprise this kinda thing happened. If I was to do this project again its clear that communication and having everyone on the same page with everyone able to share their opinion is so very important. It's honestly really surprising how well we managed to do considering these issues we had.
When it comes to things like assets and modelling and unwrapping I don't think there were massive issues. Sometimes people had to redo and tweak other peoples work but I think that happened to everyone. Its the good thing about doing an asset swap is that other people are going to notice issues far more than the person who originally designed it. Although it is sad having to hand over your asset that you born from concept all the way to unwrap.
So overall there is stuff I'd want to change. There always will be. If there wasn't then I wouldn't have been learning anything which is pointless. I want the bad experiences, I want things where we've done stuff wrong. This way in more important projects I will know stuff that could go wrong, like our entire Unreal scene breaking down on Wednesday. It is through these burns that we come out stronger!