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Problem Solving

During the process of creating my sideboard I have run into a problem, this problem is that when I go and extrude the face that I want to sculpt into the flat front of the sideboard I am faced with a slanted face that creates an unwanted side that I do not need. I believe that this has come about because I have not extruded the face correctly meaning that instead of adjusting the thickness of the face I am just moving the face upwards creating this slanted face.

 

 

 

I believe that I can fix this in two ways, the first being that I can undo my past extrude actions and use the thickness tool instead or I can start from scratch and use a full cuboid and sculpt the legs, doors and handles from the solid cuboid. This last option will probably be the better choice of the two as I can ensure that my sideboard is perfectly straight, as I will not have full control of the extruded face using the first option.

I managed to fix this issue using the second option that I stated above, I cleared my scene and inserted a cuboid, I then scaled the cuboid to the correct size and then extruded the doors, handles and legs from the cuboid to create a flat sideboard. This was a simple fix and to ensure that small mistakes like this do not arise again I will reflect upon my video logs to improve my workflow.

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During the process of creating my bookcase I have run into a problem, this problem is that when I go and extrude the faces for my shelves in the bookcase I am faced with a slanted faces that creates unwanted slanted shelves and also non-flat shelves. I believe that this has come about because I have not extruded the face correctly meaning that instead of adjusting the thickness of the face I am just moving the faces upwards creating these slanted and bulging shelves. 

 

 

 

 

 

 

 

I believe that I can fix this issue by looking back at previous notes and videos that have been provided, I believe that during the creation of the chair I used a Bridge tool to create straight connects between two faces, so I think if I look back at this project session I will be able to find a fix.

I managed to fix this issue by doing exactly as set out, I looked back at my evidence and creation of the chair and found that I in fact did use the Bridge tool to create connections between faces. I deleted all of the incorrect shelves and used the bridge tool to connect the faces to create flat shelves for my bookcase.

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During the session of creating my mug asset I have run into a problem, this problem is that when I go and try to create the curved handle I am unable to bend the faces accurately to recreate the curve of the handle. I believe that this has occurred because I am trying to sculpt a curve from a flat face, so instead of creating the intended curve I am faced with many triangles and vertices each pointing in different directions from my handle.   

 

 

 

 

 

 

 

I believe that I can fix this issue by looking back at previous notes and maybe I can use the bridge tool alongside the circular face tool to create circular faces that better represent the handles structure. 

I managed to fix this issue by doing exactly as set out, I looked back at my previous notes and  used the circular face tool alongside the Bridge tool to create the basis of the handle. From there I changed the number of edge loops, divisions and bend type to create the bend in the handle. This fix took a long time to figure out and I recorded my creation and fix process so that I can reflect back upon it in future if I need to.

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During the process of implementing my door mechanic into my experience I have encountered an issue, this issue is that I am unable to correctly open the door fully when colliding with the doors collision box. I believe that I have encountered this issue because I have not correctly adjusted the collisions of the door frame or the walls, or I have not correctly adjusted the lock for the door swing physics. 

 

 

 

I believe that I can fix this problem by looking back at my research report and reflecting upon the video source that I used to write and learn about this mechanic, as I have said above I believe that I can adjust the collisions of the walls and also I can look at the physics blocker for the door swing to ensure that I am correctly using the feature. If these fixes do not work I will have to look at the other video that I used in the research report and use the knowledge from that to apply any fixes.

I managed to fix this issue by looking back at my research report and re-watching the video, I found that I had both not correctly adjusted collisions and also not used the physics blocker correctly. I removed collisions from the door frame and also the borders around the wall, this did not resolve the issue, but when I opened up the viewport for the door I looked at the physics blocker and found that it was positioned backwards resulting in the door not being able to open and close, I moved the blocker and adjusted the mass of the door to be lower so the door would be easier to push. By adjusting everything above I was able to successfully recreate the doors in my environment and they now open and close correctly.

During the process of adding lighting to my environment I have ran into a problem, I am unable to see any lighting at all from my ceiling lights in my viewport when I play the experience. I believe that I have encountered this issue whilst implementing lighting because I have decided to use spotlighting on my lights so they only produce a cone of light, like I used for my torch, I think that this has resulted in me being unable to view any light. 

 

 

 

 

 

 

 

 

 

 

I believe that I can resolve this issue by removing the spotlights and using a different light asset, however I have never used any other light source so I will need to experiment with different lighting assets and ensure that I apply the light to the ceiling light blueprint to update all of the light sources automatically instead of applying the light sources manually resulting in inconsistent lighting..

I managed to fix this issue by looking through different lighting assets, like I set out to do and I managed to find an asset called point light, point light allows for more realistic and widespread lighting compared to spotlights and I am now able to see shadows and lighting in my viewport. I also used the blueprints like I said and as a result all of the ceiling lights updated to the new lighting system.

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Fix can be seen from 24:00 in the video

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During the process of updating my lighting in my environment following an issue that arose, I have ran into a second problem, I am able to see my updated lighting from my ceiling lights, however my wall, ceiling and flooring assets all reflect light which results in a very bright environment with very unrealistic lighting and shadows. In addition, the assets seem to also emit very faint lighting because I have adjusted the environmental lighting to dark and the assets glow.

 

 

 

 

I believe that I can resolve this issue by changing the roughness of my materials because I feel that if I do this I will be able to reduce the reflections from the assets resulting in a better lit environment.

I managed to fix this issue by looking through all of my materials and adjusting the roughness, adjusting the roughness did not significantly reduce the reflectiveness, so I looked back through the other variables in the material's and found two strings, specular and emit colour. I reduced the specular value, even though I did not know what the specular adjusted and then set the emit colour to transparent, because I assumed that the emit colour was creating the brighter material. I saved the changes to the materials and opened the project in the viewport. Instantly I noticed a huge difference, the assets looked less reflective and the lighting looked more realistic.

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In the images above the lights create an intense reflection across all of the surfaces more so from the floor and ceiling.

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