I wanted to remake some of my assets and adjust the sizes of others as I was not satisfied with them. Some of them had slightly incorrect measurements and pivots, and so they did not click correctly in Unreal using the grid snap tool, which is crucial for my wall and floor modular kits. Therefore I meticulously went through every single asset that I had constructed, and edited them accordingly. I used the coordinates at the bottom and the transform toolbox, as well as the assets that were already accurate as a reference.
Remaking and resizing my assets.
I deleted the tops and bottoms of assets that would not be visible in the level.
I constantly checked to see if my assets snapped together whist editing them. I was a lot more succesful this time.
Some assets, like the curved ceiling pieces for the L room needed to be completely reconstructed as they were the wrong size and did not click together.
I also started work on some of my assets for the L room, the tombs. I made a pristine tomb and a broken one, creating a seperate lid that could be placed around at different angles, or the tomb could be left lidless.
I created an Ancient Egyptian style canopic chest, which would be found in the tombs of both royal and regular people.
I made a large brick that could be placed underneath the broken pillars to show damage in a battle and lack of maintenance in the poorer parts of the palace on the outskirts. These could also be used as a sticking out object as well as debris.
Another asset I needed to make was the tree. I started by producing a spline similar to the example tree I used, but I made it slightly straighter as is common with Egyptian palms. I then used the extrude tool to create the trunk, and tapered it towards the top, before extruding a loop outwards to create the bulbous shape near the leaves at the top of the palm. Top complete the model I will need to make alphas of the leaves. I will do this for two other plants also.
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