Monday, 24 November 2014

Canyon models - Monika

[Monika] After I finished with the greybox, I went straight to modelling pieces for the real thing. I did a couple and then experimented with textures, adding AO maps, normal maps and implementing higher poly versions with cracks in the walls and such.





For the final thing though, I had to remove the cracks because they were getting too repetitive. I needed to find another way of implementing them which doesn't involve making countless unique models and more textures. I have a couple of ideas, but I am yet to find a way to do this in an efficient and good looking way. For now our canyons look pretty samey, but this will hopefully change soon. The vegetation and details I plan to put on the walls will change that.







Then I moved to Unity. I hadn't really used Unity since the first year, but I still remember my way around it. I guess watching others work with it and talk about it has helped me remember all these things. Then the first thing I noticed was just how horrible the default character controller were. I used a first-person camera controller at the beginning, but that really wasn't helping me judge if the environment felt right or not. I tried the 3rd-person one as well, but that was even worse. Then I was advised, until our actual controller and camera are done, to download the new Unity beta ones. And that really was a good idea. Once I imported it


I only used 2 pieces to create all the main walls. I made them as prefabs and just copied across. It was a bit annoying because it felt like I was just doing the same I was with the greybox before, but I knew that I couldn't just texture that because it wasn't going to be efficient at all. I needed to redo everything.


Each level had a couple of unique wall pieces that needed to be made as well. Some of them I started from scratch again, but others- I cleaned up the greybox models and just used them. Then it was just a matter of putting everything together in Unity.

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