Corridor Terrain Game Asset Production
Corridor Terrain Walkthrough
Story of my Corridor Terrain Scene
What the concept and feel of what my corridor terrain wanted to be was a suspenseful labyrinth / dungeon design. Most of my references are dealing with stone with square designs and mossy textures. However, my initial ideal has to have the lighting to be cold blue but when messing with the lighting I decided on red glow to have a horror feel. Including with the background audio I have integrated it bring that tone.
- A problem that persisted is that during sprint 2 I fell behind due to fixing geometry on model already created.
- Audio files corrupted during import in unity and was not usable in the audio source.
- Doors came in and modeled slightly smaller which was noticed in the end of sprint 4.
- Major problem that corridor layout ceiling and floors did not fit well and needed a 1 by 4 floor and ceiling.
Solutions:
- I recreated the geometry, however recently found another way to fix the problem faster buy using the UV editor.
- I went to different converter sites till I found one that worked and turn it in to WAV.
- I increased the horizontal scale of the doors to fit the scene.
- I reused the big door asset and resized it to only show the top and bottom face of the big door to use it as the missing floor and ceiling.
Models {MAYA} - (Modular Pieces, Props, Main Piece, and Floaters)
Ceilings and Floors
Turn sections and Trim sections
Walls and Doors
Main Piece
All Models that include floaters (High Poly)
Texture maps - {Substance Painter}
UV1
UV2
UV3
UV4
Trello Board (Tasks - Finish and incomplete)
For how this whole project went I felt like that I was behind especially around sprint 2. Due to bad geometry and having to rebuild it, I fell behind on the project's projected schedule. That is why when I look at sprint 3 I have a lot of tasks completed including the tasks that were assigned in sprint 2 but never finished. I felt that is got on track more I could have gotten everything that is required of the project and in better quality. The task that has the last priority on my board was the particle effects. In my opinion I could have done the fire effect better and include another particle effect for the crystal.
For this situation to not happen again I would use a neat trick where I can select and detect hidden geometry using the UV editor. After deleting the geometry, I can just fix the geometry by merging verities and that can fix my geometry without rebuilding it.
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