Terra Marie - Week 10 Dev Log


Terra Marie - Week 10 Dev Log

October 24th - October 30th

12 hours

October 24th -  2 hours 55 minutes

I worked on a character quest system for what each NPC quest would be, how the quests get completed, what happened to each NPC after the quest is completed, and what meaningful conclusion can be made from each quest. 

October 25th - 3 hours 

UV unwrapping the graveyard assets. The 50% checkpoint was the next day, and I was worried I wouldn’t finish UV unwrapping them in time to send them to the person working on level design. So, I just added the assets to the grey and HUB and placed them myself. Separated them into individual files and imported them into unreal. I’d never imported assets into unreal and noticed they imported into unreal smaller than I had intended. So, I had to go back into the files and individually scale each world size to ensure the scale was accurate before I added them to the level.

Figure 1.1

October 26th - 2 hours 30 minutes

Finished the solo version of the Arrogance model and started trying to figure out how to merge the solo skeleton to look like the conjoined skeleton. 

Figure 2.1

October 27th - 1 hour 30 minutes

Nearly completed the skeleton merge, but got feedback from the group saying that they would prefer the skeletons be conjoined at the hip and not at the head.

Figure 3.1

October 30th - 2 hours 5 minutes

Changed the Arrogance model based on the previous group feedback. Then, I worked on joint placement for the model.

Figure 4.1

But after a 15-minute group meeting where we discussed potential character names, I got final feedback on the model’s merge, and it was suggested that I change it one more time. Luckily, since I had already restarted twice, this didn't take as long. 

Figure 4.2



Figure 1.1 | Graveyard temporary asset placement

Figure 2.1 | Arrogance character model - WIP

Figure 3.1  | Skeleton merge v1

Figure 4.1 | Skeleton merge v2

Figure 4.2 | Final Skeleton Merge v3

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