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Discussion with Phill

  • kt1g19
  • Jun 2, 2021
  • 2 min read

Last week I've been trying to fix the 3D models in blender because I didn't get the retopology right so I went back on to blender trying to fix as much 3D models as I can, but unfortunately I wasn't able to retopologise all of them in time. I was able to retopologies the tree and the mushroom, but I wasn't able to retopologies the other models that I created and with the deadline was coming over the Hil I was really frustrated, because I had a goal in mind my head and I felt it and I misunderstood what retopology meant thus wasted a good couple weeks of work.



On Monday we had a meeting discussing what's going to be happening in the last week of the projects and who's going to be putting assets into unity, our leader Phil knew for last week that I've been struggling with retopology, everyone knew in the team considering that I posted quite a bit of my retopology work in the group chat. The meeting itself went pretty well but I asked Phil if I could discuss with him some stuff after the meeting.



I started with apologising with what's been happening in the last week and I said that I felt in a way I kind of let everyone down because I was making big promises about environments and designs and I wasn't able to follow through with them, but Phil said that I didn't let anyone down and it was just one of those things that just unfortunately didn't work, this discussion with Phil really put me more at ease, he started talking about what I could do in putting the assets into the game.

Callum pointed out in one of our discussions that if I put the high Poly 3D models into unity it will crash, considering the amounts of days that we have I didn't want to put the 3D models into unity, now that we established that having high Poly 3D models well break the game if I put all those 3D models into one scene it would break the game, and there will be even more problems than there was before and I only have a couple of days to get this done so considering the time that I have it's not particularly feasible. But what I instead suggested is that I can have a rendered image of all my assets in blender and 3D modelling environment and what the environment could have potentially would have looked like.



Had a similar conversation with James on Thursday regarding the problems I've been having with this retopology and he suggested either having a scene in unity having all my assets there or just have I rendered image of all my assets, I think I will use the rendered image option instead because there's so many assets I want to break them down to different sections, so have one image that has all my assets, another section with the trees and plants and then I have another image of the houses and buildings that I made during This project.

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