Friday, November 10, 2017

What The Heck Happened To The Scale?

Disclaimer: like most people, I have to do things like this in my"spare" time. Gotta make some money, and fit 2 or 3 hours in a day. Luckily, I am faster than I used to be.

So, time to get modeling. I use Maya. I am very comfortable using Maya. It is an extremely deep program, and I have an immense amount more to learn. But, I can model pretty quickly in it when I have a game plan. So, to start I only need the broad strokes. I know I want this circular entrance surrounded by rock. And I want it to lead to this kinda Halo 2 final fight scenario after a long epic hallway.

Scale is key. The player must be able to navigate reasonably while still maintaining a sense of epic, and still fitting in a Halo-esque scenario. So I get the broad strokes modeled, and I need to get it into Unreal to see how it feels. Now, this is a chronicle. So it is only fair to state the bad with the good. During the day, I can be distracted. I had been modeling at 1/4 scale, and knew I needed to export at 400%. Instead of multiplying times 4, I multiplied times 400 the first time! I get it into UE4 and holy cow! The Forerunners were frickin' huge! Anyway, this is why we block things out and test before details. An easy enough fix at this point, but disaster later. So I adjust the scale, re-import into Unreal, get my son to test drive. I get a thumbs up! At FIEA, we learned to test often. Iteration is key. Better to make a mistake earlier than later. This test is to get a good feel for scale:




Where do we go from here? Details! Now I have to be smart about this. I should make pieces that can be used again. Modular. I should expend energy on what is closer to the player first. Stuff further away doesn't need as much detail. This isn't super detailing. That comes a bit later. This is refining shapes. This is where things fit together - or don't.

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