Today I tried to design the screens for Room #4 so they can hang from the ceiling in a pattern. I had to change them so they all align with the doorways because in the way I had it, someone could just walk straight through the entrance door to the exit. I still want to arrange the screens in a kind of maze pattern, but Unity is being annoying to navigate through. My current workaround is to hide and show assets as I need them, so that will have to work for now. I think the basic concept I wanted is mostly there, but now I need to make it not look chaotic. I'm also considering adding actual Unity light elements to the room. I didn't use the Unity projections since I put 3D models of projectors, but I want to try fixing lighting to see how it reflects on the screens.
On Monday's class, we continued to prototype our rooms. I was able to learn how to use the projector with Ekemini's assistance. I want to be able to project an illusion on one of the walls of the room, and maybe even attempt to create a moving illusion as well. I may change the shape of the room but I'll decide whether or not to do that in 11/10's class. I want to include hanging mirrors (or screens) as well but I'm not sure if the class would be able to see the effects.
Continue ploughing through with a redo of the tree. The original tutorial I found lost me and I decided to go with another tutorial instead. I know it's stupid, especially trying to make up for lost time considering I've been sick/dealing with personal business, but it's either find a random tree that doesn't work, draw a picture or go with this maybe tree that'll at least fit more in context(?)/aesthetic to what I had in mind going forward. I do have an idea of what I want the room to look like, but it'll just take some time.
I took over building room 3 in Unity while Cindy's recovering. First I started off with some dramatic RGB lighting, then I mixed + matched free models from Sketchfab to recreate our reference photos: a lush ceiling of wisteria, a giant tree centerpiece, crystals hanging from the ceiling, etc. Along the way I had an idea to combine the tree with the bohemian lamp from our pitch deck -- so I wrapped a PNG of a laser-cut pattern around the tree's mesh and ended up with this super trippy shadow effect that covers the room!! My next steps will focus on shaping the rest of the room. I think my mistake here has been trying to achieve this from the floor up, when I should actually be focused on the walls.
I looked more into the lobby and found a shader which could be useful for the project. So I spent the time testing it out to see if the shader can make adding specific things more easier and unique for the rest of the rooms that the group is making.
Today I tried to design the screens for Room #4 so they can hang from the ceiling in a pattern. I had to change them so they all align with the doorways because in the way I had it, someone could just walk straight through the entrance door to the exit. I still want to arrange the screens in a kind of maze pattern, but Unity is being annoying to navigate through. My current workaround is to hide and show assets as I need them, so that will have to work for now. I think the basic concept I wanted is mostly there, but now I need to make it not look chaotic. I'm also considering adding actual Unity light elements to the room. I didn't use the Unity projections since I put 3D models of projectors, but I want to try fixing lighting to see how it reflects on the screens.
ReplyDeleteOn Monday's class, we continued to prototype our rooms. I was able to learn how to use the projector with Ekemini's assistance. I want to be able to project an illusion on one of the walls of the room, and maybe even attempt to create a moving illusion as well. I may change the shape of the room but I'll decide whether or not to do that in 11/10's class. I want to include hanging mirrors (or screens) as well but I'm not sure if the class would be able to see the effects.
ReplyDeleteContinue ploughing through with a redo of the tree. The original tutorial I found lost me and I decided to go with another tutorial instead. I know it's stupid, especially trying to make up for lost time considering I've been sick/dealing with personal business, but it's either find a random tree that doesn't work, draw a picture or go with this maybe tree that'll at least fit more in context(?)/aesthetic to what I had in mind going forward. I do have an idea of what I want the room to look like, but it'll just take some time.
ReplyDelete-Cindy
I took over building room 3 in Unity while Cindy's recovering. First I started off with some dramatic RGB lighting, then I mixed + matched free models from Sketchfab to recreate our reference photos: a lush ceiling of wisteria, a giant tree centerpiece, crystals hanging from the ceiling, etc. Along the way I had an idea to combine the tree with the bohemian lamp from our pitch deck -- so I wrapped a PNG of a laser-cut pattern around the tree's mesh and ended up with this super trippy shadow effect that covers the room!! My next steps will focus on shaping the rest of the room. I think my mistake here has been trying to achieve this from the floor up, when I should actually be focused on the walls.
ReplyDeleteI looked more into the lobby and found a shader which could be useful for the project. So I spent the time testing it out to see if the shader can make adding specific things more easier and unique for the rest of the rooms that the group is making.
ReplyDelete