Another week, another check-in! This week, I've mainly worked in 3DS Max to create item assets for Unreality. I also did some work within the Unity Game Engine to modify imported assets and prefabs. I'm not done with either item creation or scene design, but I've made progress with both this week. Within 3DS Max, I used various topology methods as well as editable polys, the turbosmooth modifier, and the symmetry modifier to create assets. Most recently, I made a teddy bear model. I also created an untextured book item to trigger a flashback, which I gave to a 2D artist to make a texture for. I did this in order to ensure a cohesive transition between game and cutscene environments. By communicating with animators and giving them some creative control over the items, Unreality can be a better game. Additionally, I communicated with team members in the Unity Game Engine when continuing to design a scene. The main writer and main programmer helped me to develop a scene that reflects both narrative and programming based plans. Next week, I will continue to cooperate with my group on making more progress. Next week, I'll do something similar to what I did this previous week. I will continue making models for the flashback cutscenes and adjusting the Unity scene to better fit the Unreality vision. I plan to complete all of the flashback trigger items next week so that I can get to work on really getting the map together. 3DS Max may be one of my favorite modeling softwares, but it still delivered some issues to me. Something I found very difficult to deal with was polygons moving in unpredictable manners. Extruding faces would cause strange movements in nearby faces, resulting in weird caved-in sections of my model. This was an issue particularly with the teddy bear model. To overcome this hurdle, I made the editable poly I was working in that was under a symmetry modifier into another editable poly. This let me more carefully manipulate individual polygons and limit unexpected errors. Through both the progress and the setbacks of this week, the team behind Unreality has made the accomplishment of solid progress all the way around. Everyone has done their part to do something that's going to be in the final game - 2D artists doing textures and starting on animations, the main writer fully fleshing out the narrative behind the flashback cutscenes, and the main programmer making headway on the game terrain. We are ready for what lies ahead and I can't wait to see our vision continue. Teddy bear model in edged faces view mode
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AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
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