Over the past week, I have been chopping together all of the different aspects of my essay into a more logical form. Trying to pace the information in a logical manner has been tricky, but I think I've found a good pacing for the essay now. It is now broken up into distinct chapters, and towards the end of the essay, I have tried to bring everything back together in order to make it easier for the reader to process everything. It is a very conceptual argument, and one that has had me reading a lot of scientific papers. Because of this I've tried to reinterpret the information as clearly as possible, which I believe I have done sufficiently, but was certainly a challenge. I am happy with the breadth of my sources, and I am really happy with how the essay has turned out. It feels like a piece of writing that could genuinely be useful to someone. As I was typing it all up, I got really exited about where the essay had started, and where it has arrived. Being the largest body of writing I have ever produced, and also the first full on research paper I have ever completed, I'm sure it's not perfect, but I am proud of the result. I did not end up with an artifact, my assignment became a purely theoretical paper. I think this works for the style I went for, as an artifact would really just be a convoluted and unnecessary way to produce the same information. All in all, while the timing did make it tricky over the Wellington Armageddon period, I am please with the work I have produced, and I definitely learned a lot from this assignment.
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This week marks the final of the asset creation process, I heave learned many unreal techniques that aided me. The Terrain generation process and how to blend textures based off the generic unreal terrain modeling tools. I learned how to blend textures based off global variable arrays that trigger from volume spheres. Materials that sway in the air, materials that react to light in certain ways and finally a shader that works!. I figured out how to manipulate blueprints to what I need (Generally). And thus this was created in its place, A download to the game will be put on google drive at some point and a link to the essay complimenting my intentions. Also click the link to my Artstation: www.artstation.com/artwork/rYkJm
I've been researching as to how I could improve the trees leafs to better suit the level, however after 7 hours of reading through the witness's blogs I still haven't figured it out. But since this is all I have to show. However, towards the end of the week I figured it out! I managed to get the tree shader to work and look half good. Now was the time to build the game and asset ready for testing from my peers. . . but behold! the university computer that I was using died and I lost all of my materials. . . so i decided to complete it next week, again.
I created some rocks to fill some gaps between open areas, while they look plain, I sculpted them like that so I can change the color to suit the scene better through materials in UE 4. After thinking for an hour or so on what should go inside the middle of the scene I came to the conclusion that a monument of illusion should persist. So I started to googled things that look appealing to the eye at certain angles. The artifact replicates a search or journey for something. The object/structure in the center is inspired by the Impossible statue in Belgium. The statue was created by mathematician Mathieu Hamaekers 3D Penrose triangle but the concept was first created in 1934 by Swedish artist Oscar Reutersvard and popularized by Roger Penrose in the 50’s. The triangle is essentially an optical illusion that plays on the viewers perspective as they move around. From one point of view the object is a straight-lined triangle and from another the edges become curved. This links to the idealization behind the artifact which has themes of verisimilitude and perspective, meaning that a persons sense of realism depends on their perspective - just like how the “impossible triangle” changes its form depending on where it is seen from (perspective). So after trying to wrap my mind around how to go about modeling the object I finally managed to get a similar object which at certain angles represented the desired effect I was looking for.
The past two weeks have seen a drastic decline in my work on this assignment. One week was spent getting ready for Armageddon (felt very literal at the time), and the other week was spent down in Wellington at the expo. I managed to squeeze a bit of writing in here and there, but never had enough free time to really sink my teeth in. I’m at the point where I just need to write the essay, and now that I’m back, I’m sure I’ll be able to finish it in time. I’m going to write out a plan of attack, and then try to hit a word count quota every day.
The research is all finished at this point, it is just frustrating that I haven’t been able to write as much as I would have liked over the past two weeks. Just before the Armageddon crunch, I had a crit in a small group with Tece. Engaging with other students work was helpful, and seeing how they had gone about their assignments was really useful. The feedback I received from the session was really helpful as well. I have a few new leads for a final little bit of research, and then I’ll have everything I need. I really like writing and research, so i’m a little disappointed that I haven't had as much time as i’d have liked, but i’m sure i’ll still be able to do a good job. |
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