Rex Christian PPJ #2
Design Meeting (6/25/20) - 2 Hours
Art Meeting (6/26/20) - 2 Hours
Fixing Mesh Scales - 3.5 Hours
Total - 7.5 Hours
The vast majority of the objects currently in the game have extremely massive scale factors due to maya exports without frozen transforms combined with the extreme scale creep of our scenes from last quarter.
Most of the scripts and hitboxes are attached DIRECTLY to the mesh gameobjects as well, making it very difficult to smoothly replace the geometry without completely rebuilding the prefabs themselves around the new meshes (which I may end up having to do).
As of now, I've made new, alternative versions of the enemies and player ship that have proper 1-1-1 scales on their transforms. I spent a while searching for clean ways to update the existing prefabs using the old, sloppily scaled meshes, but it seems I can't easily do so without gutting and remaking the prefabs, unfortunately.
Examples:
Absurd Object Scales (current):
New Properly Scaled Assets:
What Went Right:
Our meetings were relatively productive and timely, and we doled out lots of unique and important tasks throughout the artists in the art meeting. Having so many artists this time around is a massive relief; Other GDAP majors being around to help with modeling and asset creation seems like it is going to make this quarter a lot less stressful than the last.
What Went Wrong:
Personally, I was pretty bogged down trying to figure out some of my other classes this week, and didn't get to work on fixing the scaling issues nearly as much as I'd hoped to. Had I started earlier, I would've realized how messy the process was going to be for fixing all the old prefabs much sooner, and may have found been able to find a better solution or get help from some of the other artists to streamline it.
Upcoming:
I need to finish fixing all the improperly scaled prefabs, then I intended to make a lot of new and greatly improved terrain assets for our new levels. The buildings in our second level weren't too bad decent, but I wasn't satisfied with my mountains/rocks from the first level as they were very sloppy and had awful UVs. I plan to replace most of them with newer, better versions.
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