CAGD 373: Sprint 5

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Sprint 5: Colors!

Publication - 12/10/25

The Goal

                We're rapidly approaching our team's goal. Which is, presenting to our peers a recreation of a game scene of our choosing. Deciding on the Comet Observatory was a test of the team's skills and time management.

The Role

            Serving as a lead and a producer in this class has its upsides, including being aware of the project's status at all times so I can provide feedback to my team in a meaningful way. This sprint, however, being the lead was very overwhelming from the additional workload I was given, creating dozens of cards for color ID and texturing. This inflated our card count and our graph to give off the impression we had a lot more left to do than we really did. We still needed to color ID and texture most items, but it was not nearly 100 cards' worth of work. 


The Sprint

            During this sprint, I focused on making sure the material lists were ready for assignment and ensuring that all models were easily accessible and available for my group mates. Creating this scene was pretty time-consuming as it involved bringing each asset into one big Maya file. The result came out better than I expected. I worked on color ID and some textures during this sprint. Most models that I worked on were of my creation, which added to completing those cards as they were pretty easy with little difficulty. I wish I could have done more; however, other classes ended up taking priority.



        My first task during this sprint was to ensure that the material lists were done correctly and executed during this sprint. This took a decent amount of time to prepare and fine-tune. After I created the list, I needed to have an environment where most assets were already in their final positions to ease production into Unreal more smoothly. Creating the scene in Maya was not the easiest of tasks, but it allowed me to double-check that the models were sized correctly and up to the standards they should have been. Checking the assets individually versus how they appear in the full scene can be different, so I wanted to catch all issues as soon as possible. Additionally, I finished up on some modeling for the last section I was assigned to. This was a pretty simple section to do, with it being multi-cuts and extrusions.


Observatory



Bedroom Floor


Terrace ID



Terrace Textured



Floating Island ID


Floating Island Textured


Terrace Grounds ID


Terrace Grounds Textured


Library Ground ID


Library Ground Textured

            Texturing for this sprint went pretty smoothly for me as I did color ID and textures for my own models. With them being my own, I was able to navigate around them quickly and complete both parts for this sprint. The materials I made from a past sprint worked great and accelerated the workload even faster. Overall, I'm pretty happy with the textures I was able to do.

The Result

            Accumulating everything from this sprint, I am not happy that I wasn't able to do as much work as I had planned due to other classes interfering. The rest of my time also had its own issues, which further impeded progress. Going forward on the project till its due date in five days, we will reconstruct our processes and make it more structured, so we can complete it completely and correctly.


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