Conversation with James
- kt1g19
- Jun 2, 2021
- 3 min read
In the last couple days I’ve been struggling with the retopology problem since Monday, when I was putting my work into substance. I found out that my retopology of the assets was wrong because there so many triangles and five and six sided shapes, when it comes to retopologising something there has to be squares in the in order for it to work, also it doesn’t help that I didn’t Mark seam my 3D models therefore they couldn’t UV wrap, and the UV structures were quite big so this would mean that have to go back to previous models and clean it, due to the timeframe that I had I wasn’t sure if it was feasible to do that, so in top of all of that my anxiety was at a all-time high that particular week.
I needed to discuss with James about it so I asked James if I can have a conversation with him regarding what was happening, in our discussion with James was about me not completing my assets in time and maybe or not be potentially be marked down for my work. He pointed out that the vertical slice doesn’t necessarily have to be finished assets, it has to show what the game would have looked like, so for example in my case as environmental artist I could have an environmental scene of all my assets in the forest because the game takes place in the forest.
I think the reason why I feel such a huge burden is wrong because I misunderstood what retopology meant, James agreed that there seems to be somewhat of a misunderstanding of what the project was supposed to be, me and my team were trying to design a full game we have a lot of ambitions for the game considering it was a 3D game it would be the perfect opportunity to show off our 3D modelling skills, the problems was that we still creating concepts and concept 3D models and 3D models that the deadline distance was getting closer and closer, and we didn’t have a scene of our game yet until recently, whereas classmates from different other projects had their seeming unity so seems like we were perhaps too idealistic and too ambitious and, we didn’t consider the logistics of creating a full game because creating a full game takes more than just three months which was the duration of this project it would have taken years to create full game.
So James thought talking about the potential options of what I could show off I could either have a scene in unity with all my assets together and create an environment showing what the assets would have liked in the game, but because my assets are high poly it would have crushed the game and considering the time that I have quite limited I don’t think you’ll be very logical for me to put the assets in in unity because this would have led to more problems and really have a week left the other option was to have a rendered scene of all my assets in blender, I think this will be a better option because one I am more efficient in blender than I am in unity and also it will be highly unlikely for blender to crash because blender can take a lot of high polygons this conversation really did help calm my nerves as throughout the week, I spent extremely anxious about trying to get the work done and led to me feeling incredibly guilty as I felt like I’ve let everyone down I think I put a lot of unrealistic responsibility for myself and I have to remember that I’m still trying to learn as much as I can I should be more forgiving of myself.
Comments