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The video for my Final Talk. I discuss the Goals and role in the team. For more info and materials on the goals check the conclusions in the different subject tabs.
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Final assessment Form. Most recent in black, earlier check in red.
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Final Presentation
Today we had our final assessment presentation. I’m so proud of the work we delivered and how hard our team worked. It was amazing to hear the many compliments from Guido. We’re now in the final stretch. We will start preparing our exhibition and the transfer documents for Reade. With the conclusions I wrote before, I will make my own personal presentation about my experience during the minor.
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Conclusion Fashion
Surprisingly one of the least focused subject during this minor. Which is not a bad thing in my opinion. I think having a project that didn’t focus on fashion, helped me get out of my shell more to learn more tasks outside of Clo.
I’m happy though I did a goal focused on fashion and how Clo can relate to other 3D programs. I found out a lot and made my own workflows regarding fashion related things:
https://prismanemydigitalworld.tumblr.com/post/640502700330647552/workflows-clo-animation-and-maya-retoppdf
The information and skills I got from this minor, I will definitely take that to my graduation next semester.
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Conclusion Unity
As a reflective conclusion on this subject I want to take the goals I set for this subject and evaluate that. Because I believe that most of the sub-goals I set in Goal #3 and #4 are reflective of what I did during the group process with Unity. I already did a full reflection and workflow in Goal #3. So, the focus will be on Goal #4.
 First of all, the goal itself:
“Widen my knowledge and frame of reference in Unity by continuing the Measuring Mode.”
4a. Redefine and complete the script that will measure and export data regarding the players movement.
4b. Create a place and method of training for the player and therapist.
I unfortunately had to give some of these tasks away to Jeany to make sure the Measuring Mode would be finished in time, but I think it was smart to start this part of our game as I learned a lot about coding, writing scripts and where I can find the information to make those scripts. I think posts like this show how I worked on coding and how I used Unity:
https://prismanemydigitalworld.tumblr.com/post/634958792749088768/notes-on-measuring
and
https://prismanemydigitalworld.tumblr.com/post/634588561464836096/unity-to-excel-trying-to-make-sense-of-this
Besides the Measuring Mode, I also did a lot with Unity regarding the interior and spatial design of our room. Also, making and placing objects in the underwater room. I think these post show that:
https://prismanemydigitalworld.tumblr.com/post/639646548102447104/octopus-model-2-when-i-loaded-the-octopus-into
and
https://prismanemydigitalworld.tumblr.com/post/633329477603246080/fishnet-in-unity-well-it-was-quite-a-challenge
 How can I use this in the future?
As I also mentioned in a conclusion and lookback, I did a few weeks ago, I believe that knowing Unity and being able to take my designs and projects to a gaming engine is such a valuable skill to have. This can take my designs to the next level. Along with the experience I already have, I know where I have to look to find more information. But I believe that I already grip a lot of the basics. And can’t wait to see how I can use this knowledge in future projects.
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Conclusion IED
As a reflective conclusion on this subject I want to take the goal I set for this subject and evaluate that. Because I believe that most of the sub-goals I set in Goal #1 are reflective of what I did during the group process with Immersive Design.
 First of all, the goal itself:
“How can we make sure a person feels immersed and comfortable in the digital world?”
1a. Research how people identify with and get emotionally invested into a digital space.
1b. Practice and test ways to get people to emotionally invest into a digital space.                                                                                          
1c. Implement ways (like the storyline, but also the feeling of the room) to make the player feel immersed and invested in the experience.
I think I did a lot of research in the beginning of the project as evident by posts like these:
https://prismanemydigitalworld.tumblr.com/post/632686393134546944/my-ied-sprint-1-presentation-i-think-i-learned-a
 But I sometimes had a harder time putting this into a practical form for our game. I talked with Crissi a lot during the second part of the lessons with Anne Marleen. You can see some of my brainstorming documented here:
https://prismanemydigitalworld.tumblr.com/post/633441580950470656/just-thinking-about-the-emotion
And I think from this brainstorming came a very fun idea to give our game more of a storyline and purpose. This in the form of the ‘Book of the Sea’ storyline which can overarch the multiple game modes we have to make sure players who can only play 1 game mode due to their ability, still feel that reward and control.
Later on, I also did a lot of working with the environment of the world along with Jeany. I worked a lot on the models and textures of the room while she wanted to focus more on the lighting in the scene.
In hindsight I would’ve done more research into how the rooms shape or colours could affect the player. I had some information on colours though from Daria’s projects which helped. But I think I could’ve taken it further.
 What can I do in the future?
How can I use the information from the lessons and the research I did for further projects? I think I can look more into how people interact with designs. A good book that was advised by Chrissi is Ellen Lupton’s “Design is Storytelling” which I can definitly also use on my fashion designs. I think the article I read where they talked about designing for negative emotions is also a very interesting concept that I’m going to have to explore further. Maybe also in my own work.
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Conclusion Tech
Conclusions on Tech. I think the most I used Tech was in the measuring mode I helped make and did research for. I experimented with trackers and knowledge from online research and lessons evident by these posts:
https://prismanemydigitalworld.tumblr.com/post/635327819629658112/trackers-on-the-body-today-i-used-3-trackers-and
and
https://prismanemydigitalworld.tumblr.com/post/634958792749088768/notes-on-measuring
I followed Jurriaans lessons to gain more knowledge and insight in the technology around VR/AR and to help me broaden my frame of reference. I think this also helped me in understand more about the technology while researching for other subjects. I would know what information or what actions would influence the real-world experience. Like when I made the outdoor scene for the house, I could play with the Depth Perception of people in the experience by placing not only a border of rocks, but also placing rocks further away to create the illusion of more depth to the world.
  What do I still want to do in the future?
Looking to the future I would still love to experiment maybe also more with XR. I didn’t have many opportunities because when we were at school, we had to use our time to focus on our own project which didn’t feature much XR.
I think from a fashion standpoint, XR could bring a lot to the fashion world if done right.
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Conclusion Assets
As a reflective conclusion on this subject I want to take the goal I set for this subject and evaluate that. Because I believe that most of the sub-goals I set in Goal #2 are reflective of what I did during the group process with VR Assets.
First of all, the goal itself:
“Texturing, an essential part to the realism and depth of a VR game. How can we combine different materials and surfaces to create an interesting game to look at?”
With these sub-goals:
2a. Learn the texturing basics in Maya.
2b. Learn to work with textures in Unity.
2c. Work with maps (normal, AO, etc) in Maya and Unity.
2d. Create convincing and polished hard surfaces using textures.
2e. Create convincing and polished soft/organic surfaces using textures.
2f. Experiment and play with textures and maps in Maya and Unity.
2g. Create some animation in Maya or Unity to add movement to our scenes and objects and make them feel more alive.
I think I learned a lot about texturing and UV wrapping and unwrapping in Maya during this minor. I did it a lot for our group project as evident by these posts on my Tumblr:
https://prismanemydigitalworld.tumblr.com/post/639643860876902400/octopus-model-1-after-modelling-my-own
and
https://prismanemydigitalworld.tumblr.com/post/637041726106796032/retexturing-the-room-because-the-uvs-on-the
to highlight a few.
I learned how I could use different maps in Maya and worked a lot with the Arnold materials, lighting and rendering to view and examine models.
I animated a few things in Maya, not all of them used in the final game. Like this shell for example:
https://prismanemydigitalworld.tumblr.com/post/635137696892928000/shell-animation-trying-to-make-animation-for-the
I also modelled a few things like the Octopus I linked earlier.
 What do I still want to do in the future?
Going forward I would love to model more, get more used to the techniques, maybe also regards human figures. Something also on my To Do list for the future: Animation and rendering. I normally use the renderer in Clo, but that isn’t always the best renderer around. I would love to see and experiment if the Arnold renderer can help me bring my renders of clothing and clothing scenes to the next level.
I believe I learned a lot during the lessons and my own research into the Assets topic. From texturing Fishes to animating with the nCloth. And I believe that these skills will definitely help me going forwards as a designer.
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Dream - 210117
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The document with my 2 workflows:
“Workflow Clo aniamtion to Unity” and “Workflow Maya Retop From Clo“
I made these workflows as a concluding part to what I wrote yesterday finishing my third goal. I also put a source list in there with the links I used in these workflows.
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Doing some concluding on Goal #3. The rest of them will be covered in the final presentation and during the subjects final conclusions as well.
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nCloth VS Clo Animation
Here I put the dress retoped and animated with the nCloth next to the original dress animation from Clo. I put them both in Unity. Now there are a few things I want to note here, and I will go more in-depth in the reflection and workflow:
First of all, I found that if you export an Alembic from Maya (Both dresses came as an Alembic from Maya) you can export the avatar inside the dress by selecting “Export All to Alembic” The file will of course get bigger, but with the avatar in the garment it’s worth it for me.
Secondly, the clip might seem a bit laggy due to my laptop. The animations were working better before I started recording my screen. I think that the recording can mess with performance and stuff...
As I said, I will put my final thoughts in a reflection/workflow document to go over both options and talk about what I find/found useful in this process. I will note down some pros and cons etc.
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Settings I found to help prevent clipping
To make the dress simulate better I used the “Substeps” and “Max Collision Iterations“ to create a more realistic simulation of the fabric. It was harder for my laptop, but at least there wasn’t much clipping of the dress through the avatar or through the dress itself after I changed this.(It still happened sometimes, but was less prevalent as before.)
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Playlist with some tests I did in Maya. The settings were very hard to control sometimes. And my inexperience with the nCloth didn’t help. I think I got somewhere where I’m happy to export the dress to Unity. But I will go more in-depth in my conclusion and workflow post.
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Storyline Plan B
Today I also added the Plan B storyline. I created a book model that I animated. The video is a bit laggy... But I put a shader on the pages that Jeany made. This way the pages will be more animated and look more visible against the background.
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Fish to Prefabs
These last few days have been very production heavy. Today I created the new fish models as prefabs so they can be used in the games. I added the shader and outline shaders Gijs made and tweaked them to fit the new models.
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Book Model Storyline
Making the book model and the pages for loose in the scene. I animated the book in Maya to have a floating/closing effect. I will now import the model as an FBX into Unity.
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