Cross-discipline project is the project that it’s done between two or more disciplines. I worked with two projects, both with the end product as a game. The first project, I was listed to do animation of some characters; it changed when it was not a real communication and time was running out. The second project, I was offered to help creating some assets; in this case two variations of rocks.
As well I would show the result of those assets that I did for both projects, the two rocks and the ground “texture” with normal, that was what I change since there were not character to be animate it in time.
Now I going to reflect on it in the next parts.
Project management reflection
For a cross-discipline project the essential is to have a good communication system. For both projects in the beginning once it was pitch to us, and we decided to join them the communication system was stable and figure out. The problem began with the first project that I signed up, that the main person in charge of it didn’t even know how slack works correctly nor ask for help about it. That did push the progress of that project behind.
Once some time has passed, I was need to work on it, I found a wall that didn’t seem to be destroyed, methodically talking. We did have a google drive folder to share files and such in both projects and that’s was working very well on both. I did checked constantly on the drive to see if at least in that way there some kind of communication for the first project and it wasn’t. That’s why and when I decided that project probably wasn’t going to work out for me and I joined the second project.
The second project, didn’t only cont with the drive and slack channel, but with a spreadsheet that everyone can edit and update process. That helped everyone who was working on that project.
Creative work and processes reflection
While I was originally listed for animation I couldn’t do it without the asset to be animate that was the work of someone else. I asked for another project, and I ended working making two variations of rocks. To do this rocks, I actually followed a very useful tutorial that I was suggested while doing the world builders project.
The rocks with the help of that tutorial was done easily and faster than I expected. Then I proceed with the texturing process use for Quixel. I did have some previous knowledge on Quixel from past projects, so applying it wasn’t as difficult as I thought. Finally I did share the files with the correct textures on the drive and my work were done.
Although, I had done one project, I insist talking with the one that originally contacted us to work on the first project and ask him directly if there were something else I could try, and that’s how I ended doing a “texture” (as how he requested) of a ground. For that I when with the simple as made a plane and add again the texture on Quixel.
I choice to work on texturing with Quixel not only because I did some work on that before, but also because it export textures easy to made them compatibles an easy to use on UE4 that’s what was used to create the games.
I think that use 3D Max to create the assets and then texture on Quixel made it easy and faster for this type of work.
Reflection on roles and transferable skills
For both projects that I participate on, I can easy say that I was just another generalist 3D assets creator. Also I was part of the animators team on both projects just for being in the animation class. Now, in general, I want to believe that both projects in the end worked and got nice result. Although communication was a main issue for one of those, I know both ended well.
I supposed on a next time I should try and ask directly to the main source of the project form the beginning if I saw the communication being so weak.