Bollards was the next asset on my list to do.
Here is my finished bollards
After looking at my bollards I decided to add an AO map to it to see how much it changes the model.
Here is the comparison between the both.
By looking at them next to each other you can see that the one with AO gives it that extra depth and adds in the shadows to make it look more realistic.
Next I worked on bin bag, street bench and street sign for the street area.
This is the bin bag I did.
Here is the bench and sign without AO map.
Here is the bench and sign with AO map.
Here is the comparison of it with and without AO map just so you can see the difference the AO map gives to the asset.
This week was alpha presentation so we made sure we had most stuff done in the level which met the alpha milestone. We focused mainly on the important parts of the level which left us leaving some stuff untextured.
After showing our level to our lecture, the feedback we had was better than we hoped. The feedback helped us a lot to what we need to do for the final milestone of the module which is when it has to be handed in. Also told us what was missing in our level and what we should have done for alpha.
We didn't quite meet alpha because we had a few things untextured in our level and this is because we wanted to make sure the models we had done, were textured well for when we showed it.
The cinematic we produced was good enough and met the purpose of what we wanted to show.
One downside I noticed with our level when we showed it to the lecture, is the lighting of our level. It was too dark to see much really which meant it was hard to see some of the work that was done. This may be the reason it doesn't look like it meets the concept at the moment because of the lighting to show of the work and give it that nice effect.
A list of improvements were given as an idea on what to change or add to our level. We have taken these into consideration and decided to work on adding some of the stuff to make our level look a lot better and meet the concept we have chosen.
We think having a few dynamic effects in our level will really make it stand our more and we hope to be able to get this in before the hand in date.
Here is the cinematic we produced for alpha milestone.
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