To put it simply, the fire hydrant was frustrating for a rather large number of reasons. For one, there were points in the videos where the instructor would be using something that, despite not specifying, we were apparently supposed to have exactly like he had them. I only learned this when I found that my cylinder had numerous borders running horizontally along its sides, but he did not, and those borders began to mess up the process. What made it worse, though, was that the target weld just would not work. After several days of trying to follow the videos to no avail, I was unfortunately unable to complete it by the deadline, so I just added it as part of my modular house assignment. The photo below shows the fire hydrant as it stood by the time the deadline came.
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The basics came back to me pretty quickly, as did the proboolean tool and editable poly tools. What did not come back to me was the workarounds to the near-endless bizarre problems I found, such as minor texture issues created seemingly for no reason by the windows being bridged. All I was able to do in this scenario was try my best to find random ways to fix the smaller issues, or at least hide them. As for the fire hydrant, that was a long while back, but it did teach me how to use UVW maps to an extent. That being said, my memory of that is definitely foggy, but I think I could still work it. As for the fire hydrant, I mostly learned how to condense the amount of polygons an object has, best for making performance of a game better. However, it didn't tell me much about how to actually use the fire hydrant as a modular item. That being said, just for fun, I tried to make a water tower from the fire hydrant. It didn't turn out quite how I wanted, but I think it overall worked okay.
The design that I initially made for the outpost was always made to look vaguely unique and interesting, but still be quite easy to create as a 3D model. This translated well over to 3ds max with a lot of help from the proboolean tool and editable polygons to make the pyramid shape work. the other parts were mostly very simple shapes, which made the rest of it very easy. The vines would have been incredibly hard, but I intend to texture those on. That's really all there is to be said, it was a little bit tedious, but never a significant level of difficulty. In hindsight, since the requirements were stock images, I used those instead. However, the requirement to use UVWs to make textures align properly made a lot of things an utter pain. I actually had textures that worked perfectly back when I started this assignment, but being transported to onedrive seemed to have broken a good number of them. I'm not sure how to fix them, so I've just submitted the final product of my attempts to texture it, specifically the way that they were messed up by the transfer.
I will most likely contribute most as primarily the artistic side of the game. The reason I would help my team most with this role is not only because of the fact that I am quite good at both drawing in photoshop and on paper, but I can also be quite creative and have many different ideas for things like level and character design. On the topic of ideas, as said in the infographic, I am also open to others' ideas, and am willing to collaborate on everything I do, as well as help in every aspect I can. All of these traits make me feel like no matter what group I'm in, I will be at my absolute best contributing as the artist, as well as a level designer.
Welp, we are a mere few days aware from school ending, and just 2 days from exams. Certainly a lot of fun, am I right? As much as I kid, this has been an incredibly bizarre and sort of stressful year, and as such, since I made a mistake the first time I tried to submit this, I have to do it again. I did actually learn some more about unity coding, a little more about the user interface, how to control character and enemy movement, spawn conditions and a lot more. It was fun, but it was also incredibly difficult to get all of it done in time. That being said, I really tried my best. It's not all perfect, not even close, but I have no time. Thus, this is just how it will have to be. So, without further ado, I'll just put the 2 exercises and let this reflection be over. I'll see ya'll on the flipside.
So for what is probably my final reflection of the year, or at least the final one for just the portfolio itself, I don't have much new to say. Stuff is still sort of hard with Unity, and I am getting a little concerned with a couple of my grades, so I'm just trying to hope for the best and push through while getting as much of my work done that I can. It's proving sort of hard to get everything right, but I'm really trying, and I hope things will be good enough for me to get past in the end. Anyway, I don't have much else to say, especially since on a more personal note, not much is happening either. So I'll go ahead and cut this here. See ya'll on the flipside.
So, for my latest announcement, in terms of school news, it's been honestly really hard with Unity, and I'm sort of confused as to whether or not I'm actually in the mission I need to be at for the Mission 3 assignment, but I'm going to continue nonetheless. I also learned that we may use Unreal Engine instead of Unity next year, which sounds far, FAR easier to learn and use from what I have heard, so that's interesting. On the more personal side of things, I have recently contracted covid-19 for the first time, and I just have to say that, at least for the first day, it was absolutely miserable. I don't know if others felt the same way, but my experience was just bizarre. Anyway, that's all I really have to say, so I'll see you all in what may well be the final post for this year.
Well, this time, I actually learned some new things about coding, but I also had a far harder time with this mission than the previous. I learned more in how to make objects move, creating spawn managers, coding for objects to destroy each other upon impact, and how some things should trigger certain events while other things in similar veins should trigger different events, IE the "if" and "else if" commands. It's all really cool stuff, even if it is fairly basic in terms of actual functionality. It makes me sort of scared for how it will be making far more complicated code for more complicated AI and mechanics, but I am still very much willing to try and see how things go. Anywho, I don't really have much else to say, so I'll see you all next post. See ya'll on the flipside!
Looking back on the mission, while I didn't really learn anything new ABOUT the coding, I learned how to do the things I got from the other lessons better. I managed to get a better hold on how things like Vector3 are actually meant to work, and the way that control inputs can be applied to objects using code. I even found out how one could potentially animate parts of an object in the form of the bonus area in the challenge, where you had to animate the propeller. With all of this in mind, creating the movement for the player character for my game if necessary should be pretty easy. With that said, there isn't much else to say, so see ya'll on the flipside.
Well, I don't really have anything new to say for this reflection other than the fact that I am currently out of school thanks to a water main breaking downtown. That's fun I suppose. Other than that, though, nothing new has really been happening. It is sort of weird to think about the fact that this year feels like it's going so slow and so fast at the same time. Really, that's how it's been through the entire time that covid has sort of kept us down. It's probably something you feel too, so I won't dwell on it. With that being said, I don't really have much else to talk about, so I'll just end this here. See ya'll in the next reflection!
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AuthorHello! I'm Alex, or John. I already told you quite a bit about myself in the About Me Page, so I won't say too much here. I'll just say that I like to do things like roleplay, make concepts for characters and stuff like that, and overall like to do things that require visual things, like drawing. Archives
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