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Unit 62 - LO3 - Environment

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Modeling

The 3D models used in the environment were created in Autodesk Maya. The objects which we wanted to model were first measured in centimeters to allow us to create models to scale with the real world. These models were then built in Maya and exported as .fbx formats to allow them to be imported into unity. We needed to make the models as low poly as possible, especially high density objects, to ensure high performance in the enviroment.

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Texturing

There are multiple ways texturing can be completed. The first way is through Maya, by editing the UV on the model to fit the faces of it. The second way is through substance painter. This is done by creating separate lamberts for the different materials on that object, then the layers can be filled in with the selection of textures. Afterwards, extra effects can be added to the textures before the albedo, hieght and normal maps are exported. These maps can be placed on material components in Unity before placing the correct materials over the colour coded lamberts.

Texturing

There are multiple ways texturing can be completed. The first way is through Maya, by editing the UV on the model to fit the faces of it. The second way is through substance painter. This is done by creating separate lamberts for the different materials on that object, then the layers can be filled in with the selection of textures. Afterwards, extra effects can be added to the textures before the albedo, hieght and normal maps are exported. These maps can be placed on material components in Unity before placing the correct materials over the colour coded lamberts.

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Adding Functionality

The environments purpose is to be used in VR as a walkthrough experience for those interested in joining boomsatsumas games design course. This means the Oculus integration has been added and a OVR camera and player controller has been placed in the environment to allow people to move around using the touch controllers. They can move their hands around and knock in game items with rigidbodies over.

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Sam
Harris

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