Model Design Decisions
For the modelling aspect we wanted to go towards a non complicated kind of root to not have to stress over working multiple hours on each individual asset being created and we didn't want something so basic and blocky looking. So we worked kind of in the middle of that scale and made decent and good quality assets for the game.
Gathered reference for each asset needing to be created, Using Maya as our platform for modelling, model the assets and see if there was any errors or improvements to be made, made sure the assets were smoothed out, cloned the assets for the original being a low poly version and the cloned being a high poly version, UV Unwrapped, then put in to substance painter for the finishing touches.
We put the finished assets into Unity to see if they fit well in the scene and if any touches needed to be changed/done over again then we move onto making more assets. We had one incident where something needed to be changed on a model that forced to having to redo the whole asset again, especially because of not saving a pre worked on version of it. But it didn't take long to do it again as we knew what we wanted and knew that everything else was done right before so it wasn't a big challenge, but it did let us know on now saving a pre worked on version of the assets.
Working on the models made us learn more on certain models that required more work. Most of the models didn't require such knowledge as it was easy to work on them all the same way but a few models required more knowledge to get done what we wanted it to come out as. For example with the shipping container asset it required to have 3 parts of the wall to be cut out and bridge edges together for the doorways and the window.
Unsighted Agent
A voice-controlled heist game.
Status | In development |
Author | Unsighted |
Tags | Heist, voice-controlled |
Languages | English |
More posts
- Game Release and Final Dev ThoughtsAug 21, 2022
- Creation of the hacking minigameAug 17, 2022
- Making a Voice Controlled Character: Part 3 - The finer detailsAug 17, 2022
- Fuse box minigame: From concept to prototype to realityAug 15, 2022
- UI Design DecisionsAug 15, 2022
- Developmentation of a "trailer/Gameplay trailer" how it went.Aug 15, 2022
- Making a Voice Controlled Character: Part 2 - Designing the controllerAug 11, 2022
- Decal Design DecisionAug 08, 2022
- Making a voice-controlled character: Part 1 - implementing the speech recogniserAug 03, 2022
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