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Exteriors Devlog Week 5

  • Writer: Tristan Atkinson
    Tristan Atkinson
  • Oct 22, 2023
  • 1 min read

During the sprint I was assigned the Task of implementing the Bedroom assets into the current game build. At this point, we had a build in Unity which had some of the essentials of the level implemented; mainly the house. I got to work on the interior, adding the bedroom assets. However, once again there were too many designers to have a meaningful amount of tasks each. These assets needed to be scaled, as when I imported the .fbx files from the artists’ google drive, the models were tiny in comparison to the rest of the level. Additionally, the Artists had sent me .mb (Maya Binary) files which I had to export as .fbx files from my own Maya application to add to the project. This was brought up at our Sprint review and from here our Artists exported their assets as .fbx files before uploading them.

Throughout development, I found that .fbx files exported from Maya were incredibly small when placed into Unity and ones from Blender were accordingly scaled. This meant that I had to manually scale the objects from the artists which wasn’t a big problem as doing so in Unity is incredibly easy.

Near the end of this week I began revising my knowledge of Blender in preparation for next week where I planned to learn 3D modelling more in depth as I noticed our art team was already becoming over-encumbered by this point. And without much else in terms of tasks I wanted to make myself useful.

 
 
 

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