Vegetation Fixes
There were two major problems that Jeremy came across when he was implementing my 3ds-max objects into Unity. The first being that he couldn't "paint" the trees properly, because when he used the tool, the trees would paint on their side. And the second problem was that the textures on the objects that I had used planes for wasn't showing up on one side; aka, the "back-facing" wasn't working.
Fix One) To fix problem one (which Jeremy helped out with as he explains in his Week 7 blog), we had come to realize that it is actually a bug concerning Unity where objects imported into Unity will always end up in a 270 degrees position; causing the object to always end up on its side in Unity when Jeremy tries to use the paint tool for terrain trees.
In return, I had to go back into 3ds-max and use a method known as "Reset XForm". What I had to do for trees to paint properly in Unity was to rotate the x-axis of the entire tree -90 degrees. Then, by using the Reset XForm function, pressing it will reset the entire object to point blank so that the newly rotated tree is the starting point as shown in the picture below.
Tree at -90 degrees on the X-axis
Now that the tree is set at -90 degrees, it is then re-uploaded into Unity. When the object is uploaded the tree is actually on its side, but now, when using the terrain paint tool, the trees are correctly upright when painted on the terrain.
I then went ahead and did it for all 9 of the AEC-trees I created (the original trees are still there so there's now a total of 18 trees). It was a time consuming process, because I needed to make sure that I did the fix in 3ds-max correctly. A few times, I forgot to do the Reset function and had to fix it in 3dsmax again. Didn't hurt to take it slow here.
PROBLEM! The main problem I'm still having is that I can't seem to bring the shapes of the leaves into Unity. The trees are suppose to look like whats shown in the 3ds-max render screen in the picture below.
Rendered AEC-Tree
But instead, in Unity, the tree still ends up looking like the original green-box leaves. I'm stumped as to how this is suppose to get fixed when it's exported over to Unity.
A similar problem occurs with my object animations used for my structures when are are exported from 3ds-Max into Unity as well.
Fix Two) For problem two, Jeremy had, again, come across a problem regarding Unity where it doesn't like the "back-facing" option 3ds-max supplies for object planes. To fix this, I went back into Photoshop and created flipped branches of every branch/bush that needed a plane back-face.
Flipped Texture Example
I had to go back into photoshop to do this for four doodads, the two trees, and the two plants that I created by hand. Afterwards, I went back into 3ds-max for these objects, and duplicated the planes. I then had to rotate the new planes 180 degrees so the texture shows up on the opposite side of the plane, and add the new flipped texture so that it coincides with the original textured plane.
It was simple for the bushes, but I ended up having to redo the two trees entirely due to how the original branches were rotated. To get the flipped plane perfectly in-line with the wonky rotations I had implemented with the original planes just took too freaking long. It was much easier to just start with one plane again and work from there. I then tested the newly created double-planed trees/planes in Unity and the back-facing was fixed (since there's technically no longer a need for it). Some textures just had to be re-implemented inside Unity itself.
Fixed Tree/Plant Backfacing
Heaven Structure Finalizations
The first thing I did was that I broke apart the structure pieces so that they can be played around with in other unique ways in Unity. (The original objects are still there for use)
Base forms of the structures
Second, I broke up the bridge pieces, and tweaked a texture on the arch. And also made the transparent sphere a separate object.
Bridge pieces and transparent sphere
Third, I tweaked the doorway so that it can be used separately, and created a window object.
Window Texture
Doorways and Windows
Finally, I broke up the platforms; including the floating sphere that was on the second floor of one of the structures.
Floating Sphere / Platforms
Future: Attempt to fix Bugs (AEC Trees and 3ds-max animations importing into Unity) and to start working on the Hell level doodads.









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