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Week 13 Breakdown: Asset Modelling – Part 7

Once again, another bunch of assets modelled and unwrapped. The target of 8 has been met. – Shotgun Shell – Stealth Bomber – Stealth Fighter – Stepladder – Stool – Table – Toolbox – Train Chair ” order_by=”sortorder” order_direction=”ASC” returns=”included” maximum_entity_count=”500″]I feel that I need to create a […]

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Week 12 Breakdown: Asset Modelling – Part 6

Another week, another bunch of assets modelled and unwrapped. The target of 8 assets have been met. The assets this week are: – Missile – Silencer #1 – Pencil – Pipe – Pipe Outside – Plate – Silencer #2 – Radio ” order_by=”sortorder” order_direction=”ASC” returns=”included” maximum_entity_count=”500″]

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Train Breakdown

There are 2 sections to the┬átrain interior: Carriages Top Shelves Adverts Dot Matrix sign Chairs Windows Armour Lights Tables Doors Poles Hand Holders Toilets Driver’s Area Monitors Console Screens Wires Microphone Radio Chair Documents Buttons Any paperwork (Books, Folders etc.)

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Week 11 Breakdown: Asset Modelling – Part 5

Another week, another bunch of assets modelled and unwrapped. I only managed to reach a total of 7 assets this week. The assets this week are: – Hologram Table – Laser Sight – Light – Locker – Medikit – Metal I Beam – Milk Container ” […]

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Week 10 Breakdown: Asset Modelling – Part 4

Another week, another bunch of assets modelled and unwrapped. However during this week, more time was put towards the other projects in preparation for group work and other content. I still managed to reach the weekly target of 8 assets. […]

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Week 9 Breakdown: Asset Texturing – Part 2

Using Substance Painter. (Find out more in Documentation) Another software used to paint textures onto objects in games and films. I found the software to connect better with Unity than Quixel does as it explicitly defines each map for Unity. […]

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Week 8 Breakdown: Asset Texturing – Part 1

Using Quixel. So after reading and understanding the techniques and processes of Quixel Suite, this week is dedicated in testing and adapting to the new software. Since Quixel allows me to colour code ID maps (check Documentation for more), I […]

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Week 7 Breakdown: Asset Modelling – Part 3

Another week, another bunch of assets modelled and unwrapped. However during this week, more time was put towards the other projects in preparation for group work and other content. I still managed to reach the weekly target of 8 assets. […]

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Week 6 Breakdown: Asset Modelling – Part 2

Week 6 has brought more asset building as this is one of the main things that need to be fulfilled throughout the course of the project. I aim targeting to have at least 50 assets ready to place into the […]

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Week 5 Breakdown: Asset Modelling – Part 1

Week 5 starts off with dedicated modelling of assets that will be textured and placed in the environment, in the engine. Since assets are typically small and placed no larger than the environment, I can scale them in the engine […]

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