3D Models
Environmental Assets
Technical Summary:
With our focus being mainly on increasing the player experience during this phase, I didn't focus a great deal on making models to fill in the environment, but there were some small additions we wanted to make.
The scaffolding was intended to add some verticality to the level, allowing the player to climb up the model and get a large view of the level. Since this model was a very simple asset, that didn't really warrant a lot of detail towards it, so I used the Brush Tools inside of Unreal Engine to easily make these models. With the different brush tools, I could very easily copy and paste specific parts and change the size accordingly to help make this model a lot faster. Finally, I could then select all the individual brushes and combine it into one complete static mesh that I could place around the level.
The town map is a unique model from all the others I have made. Originally, we wanted to use the town and the surrounding landscape, so we selected all we wanted to include in this model, and exported the selected pieces so we could edit the different assets in Blender. We wanted to include a square shaped chunk of the landscape, but decided that it was easier if we just replace it with a plane inside the Engine, and selected some of the more notable locations on the map (Houses, Cantina, Markets). We could then re-import the improved model and place onto a table I'd created using Unreal Engine's Brush Tools again, and to finally add some more detail to this model, I added some smaller ships and vehicles around the edges to make it seem like the owners of the home would be adding more to the model. What worked really well with this was that all the exported pieces kept the UVs they'd originally come with, so we could easily reassign the materials to them.
Reflection:
These are some smaller models than the previous ones, and made differently than any of them. The choice to use Unreal Engine's Brush tool was more for ease than anything, allowing for me to very easily add a brown material to both of them, without having to individually model, texture, and import them. This does come with the glaring problem of having some strange topology from both of them, we could easily be fixed through Blender, but isn't an area of concern since the models have no shading issues or N-Gons. With the town model, there were a couple of models that had been given materials with the same names, which meant a couple of them are invisible, which I should have checked before exporting out of Blender.