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Collaborative

Week 6: Making new Models and Fixing Modeling Problems in Unity.

The sixth meeting was held at 20:45 on the 15th of February. In this meeting, we specifically discussed the models needed for act III, the scenes and the interaction gameplay of act III.

We needed to add more models in the bedroom so that there would be more interaction with the live action. I was asked to model a coat rack and wind chimes. 

The coat rack was created by using simple shapes like cylinders, corn and torus. To makes the curves for the handles, I used the EP curve tool and extruded only one face of the cylinder.

For the glass wind chime I used simple shapes like cylinders, boxes and spheres. To make the glass spheres, I deleted a few faces from the bottom of the spheres and extruded them outwards. For the card, I used a box and for a few faces, I used circularize to make a hole.

Later that week we had a meeting which was held on February 20 at 4:00 p.m. We discussed some concepts for the fourth act and some issues with rehearsals and shooting locations. We also communicated about some issues with the previous models at this meeting.

Meeting 7

We had a few problems at hand, the first being the location to shoot the live-action. We discussed booking a theatre for that purpose, but this was out of our budget.

The next problem was that all the FBX files I sent to Jiageng didn’t have the desirable surface and the bed curtains were a box. That is the reason for my confused expression in the picture above.

I couldn’t figure out what the problem was, so I started looking for solutions on YouTube and Google. Later, I found out that if you smooth a surface by pressing 3 in Maya, that smoothness won’t be carried over to another software. You needed to give the surface mesh smooth and then export it to FBX.

Unity

We also saw a demo of the VR and saw the interaction and Jiageng shot a small video.

Demo

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