The big dilemma now is that how am i going to import these objects in the exact same positions they're in Maya, I cant export the object as one because then I won't be able to materialise or create proper collision for the room. Which will fail the game. This is a problem to come but the current problem is getting the window and other objects to the correct scale so it looks realistic and not like as if the room is too small or too big which is a problem at the moment.
With the grid adjusted and most of the models placed in the right positions, I just made final checks some of the stationery objects, the objects which are to be left like how the real room is. Placing the sockets and other objects in the right position according to how it really is took a lot of time and also was a great pain.
Using the big objects like the pillars and the walls I placed the objects according to the position it is,estimating the size of the placements by marking and checking where something touches or meets another object in the scene i made the whole room to a very distinctive level.
These are the orthographic views of the room which shows the room detail in the top view and side view very nicely, i am very proud of the outcome of the room and it's detail taught me a lot about modelling.
The big concern now is that the room looks to high poly; 500k+ polygons for just the first room was really worrying me because it might lag the game, I tried my best to reduce the poly-count on a lot of the objects like the pipes and the heaters but I don't think it's enough. It was 700k+ but reducing some of the polygon-count on the sockets, pipes etc did help a lot.




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