Structuring the blogs
- kt1g19
- Jun 2, 2021
- 2 min read
Like I mentioned before in my reflection I went to James to talk to him about how the work was going to be marked, he explained that you have to document every milestone of the asset creation but most importantly have to include testing the asset to make sure that its ready to be used in the game.
This is something that I haven’t considered when writing the previous blogs, in the previous blogs I just talked about my process behind making the 3D models by:
Sketching -> digital art -> 3D model
And also showing what brushes I used for the designs, but now that’s no longer enough I have to show in someway that the assets are ready to be used in the game. I had sometime thinking what I need to do to make sure that my blogs properly show the process of the asset creation by showing ways of asset testing, here is what I have been thinking about:
· My role in the team is environmental artist, this would mean that I am the one that create the environment assets for the group, these assets could include buildings, trees, plants etc. These assets have to be seen in the game by the player, that can’t happen if there is a backface culling in the assets, a 3D model is comprised of thousands of polygons and this is what gives the 3D model its shape, but sometimes the polygons faces has been inverted so that means you can’t see it outwardly. Though this might seem bad its actually pretty easy to fix it, you do it by solidifying the model, this makes the 3D model thicker therefore the player can see it.
· Because a lot of the 3D models are going to be very detailed it requires a lot of polygons in order for it to be very detailed, the downside for this is that it can make the game engine, or the 3D modelling cash. So, it’s very important to decimate the polygons as much as you can in order for the transfer between blender to unity to be smoother.
· Put into Unity to make sure the that the height is right
New structure
Sketching -> digital art-> 3D models -> backface culling -> decimate polygons -> substance -> put it onto blender -> put it into unity
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