Game Scene
This project has been an interesting one as I've been working mostly in Unity and not in Maya or Substance, as my main job was to deal with VFX and building the Unity scene. The biggest issue was trying to figure out how to block out the Unity scene without really good reference, though Renzo was able to get a really good video with the game scene and the map. There was also the issue of trying to learn programming again after two years of not programming, which I solved by using google and looking through a dozen forums. Also, trying to figure out what Josh did with the scene and his programs for moving around items was definitely difficult, but through a LOT of trial and error I was able to figure things out. Basically there was a lot of confusion and I just did random stuff until something worked
for this Sprint I did a bit of programming, alongside finishing up putting everything in the scene.
For this sprint I finished the wings for the statue, trying to get it to be shaped by a wing by creating multiple copies of the particles and moving them into place so they are shaped like a wing. I then decided to start placing some mock models in the scene so that when I get the final models I would know where to place all of them.
For this sprint, I worked on blocking out the scene and testing out some of the models, only to find out they are a bit small. I will need to resize them when it comes to finalizing it.
I was also told to create some wings for the scene, which is incredibly difficult as I needed to find the right rendering image. I found this fire looking thing in the unity scene, most likely something Josh imported into the scene. I had to put the, together into a wing shape. I still need to finish it, but for now it looks good.For this sprint I continued to work on the blocking out scene, though I came to a realization that some of the buildings may be connected when the annotated map doesn't show that.

I ended up continuing trying to get the look from the annotated map, though I asked Renzo, who has Borderlands 3, for more accurate screenshots of the scene itself, with that I should be able to finish it up. Other than that I haven't really been able to do much other than work on this.
What I did for this sprint is continued to modify some VFX for the scene, mostly the Water Fountain, to make it look more like Water. I did this by changing the colors multiple times, and tested out multiple variants of them. I also modified the fire to look more like fire as well, also by changing colors.
Lastly I started blocking out the scene for the unity scene, but first I had to find out what Josh was doing in the scene. Ultimately I decided to just start from scratch, while keeping his sky box and terrain because they looked good.




For this last week, I didn't really know what I was supposed to do as the team lead didn't get a chance to give me extra things to work on. So I decided to keep myself busy with some weapon VFX, as shown above, though I didn't really get time to actually finish it all, for the most part I'm trying to figure out how to actually make them. That is sadly all I've done this past week, I haven't really received a lot of instruction, and the clips I'm going based off of are whatever I can find in ArtStation, mostly on this page https://www.artstation.com/artwork/Bm50W8 by Nicholas Wilson, VFX Director at what appears to be GearBox.
Our game is Borderlands 3, where we will be creating a cell shaded area. Right now we have references to various objects, and videos of different scenes to pick from. For the most part, I will be working in Unity, creating terrain, and VFX.
For this first week, what I've been working on is the VFX of the scene, creating the light used for the gun pick up, and the "firefly" like affect around the scene.


I did this by creating a very thin cone and slowing the particles to create a line, and having the other two parts parent to each other, so it's all connected to a single particle effect.
I created the FireFly effects by creating the particles, making them as small as possible, and just having them move around a hemisphere.
For this sprint, I created two new types of VFX for the game

one of the ones I created is a Waterfall. I created this for the fountain in the game scene, while there is no regular one, we thought it would benefit the scene to have one. I created this by watching a tutorial, that had me creating the basis of the looks, but I didn't have the texture the person had for the water, so I had to use a default particle looks for the waterfall. I then moved the size and speed of this in order to make it look right. The hardest part was the color of the water was tough to get as nothing looked right, so I continuously modified the colors until it looked like the way it does now.

The other VFX I created was the fire, in which it was easy to make as I just created the particles and chad them basically shrink down to a small size. The tough part was trying to balance the speed and closeness of the flame, as the speed would separate the particles out, so I had to change the size of each particle in order to look like a flame. I also added a light to the flame so it can create light as well.


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