Game Scene Final Report


                    


When it came to making the box it was actually a pretty simple process. All I had to do was make a cube and add some minor touches to it. 


UVing and texturing the box was a pretty simple process as well. Had no errors texturing into Substance Painter and exporting it into Unity.


This is what the box looks like when exported into Unity with its texture sets.


The barrel was a easy time to model as well as the tire. For the tire in order to make this beveled faces pop out from the tire I just used a simple trick from a video I was which shows how to use the vertexes to create those pop up faces.


UVing the tire was a very difficult process since I also had to make sure to get the inside edges outside the tire. What I ended up doing is I ignored the edges and instead UV'ed the faces instead which game me a pretty good result in Substance Painter.


These are what the barrel and tire looks like when it is exported into Unity.


The paint can and the wheel was a simple process to make considering that all I had to do for the tire was to model the metal parts since I already created the tire. The paint can was just a simple process of using a big and small cylinder.


UVing and texturing the wheel and the paint can was a simple process and it gave me no trouble at all. The paint can was the easiest when it comes to texturing compared to the wheel. 

This is what the wheel and the paint can look like when exported into Unity.


Finally, the car was so far the hardest out of all the modeling I had to do for my group. Since this was my first attempt at making a car from scratch, I had to learn a lot of new tricks to model the car. Although in the end it did not end up how I pictured it, the car has taught me new techniques in Maya and also helped me polish what I had already learned like using the quad draw tool.


Thankfully, when it came to texturing the car it turned out to be a surprisingly simple process. However, when it came to UVing the car it was not hard doing so but since I beveled the edges it took me a while to complete the process.

This is what my car looks like when exported into Unity.


I was in charge of programming our scene in Unity. I used 4 simple scripts and a complex one that I have been given from Justin, a fellow CAGD staff member. 

The inventory script was used to pick up the collectible and trigger the event listener. 

The light script was just used to turn the flashlight on and off for the player. 

The restart script is used just in case the player falls into the water so instead they just restart the scene. 

The rotator script was just used to rotate the collectibles to make it obvious to the player what they are suppose to pick up. 


The terrain was just something that my partner Warren and I have created. When it came to the workload Warren has setup the terrain for me to add my touches to it to make it look like a desert. Warren made the river while I created the grass and muddy edges of the canyon. 


Here is the bridge that my partner Warren mainly focused on building. I just populated the bridge with the models that our group has and collectibles for the player to find on the top portion of the bridge.]

                           

A close up on some models that I have put on the top part of the bridge.

A close up of what my partner Warren put on the bottom part of the bridge.


                                          

Finally, this is a walk through of our scene, The Navajo Bridge. You will also see in this video particles in which i was also in charge of doing.











































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