Fixes
A) The first two were very minor fixes to a AEC tree that wasn't painting properly, and creating a new leaf texture as Jeremy thought purple would look good for the heaven foliage.
New Leaf Texture
B) The third change was to go back and apply Level-of-Detail to my structures so that objects in the distance doesn't have as many polygons as it would be up-close; putting less strain on the Unity engine. It was basically a three step process
1) Make two lesser detailed objects alongside the original.
The Three Levels of Detail
2) Put them all into one group on top of each-other.
3) Press the hammer on the modifier list, click the More button, and go down the list to "Level of Detail." Here, you then press "Create New Set," and it will establish the three objects you had just created as one in the box below it. With this set up; the objects will now be greatly detailed up close, and less detailed farther back.
The Three LoD Levels Grouped as One
I then went about and did this for almost ALL of my heaven structures/parts that I have created so far. It was a very time-consuming process as I had to follow these steps for each object over and over about 30 times. The only thing I'm still not sure about is how these new LoD objects look in Unity.
C) As for the last fix, this one is still a work in progress. What Jeremy wanted was the ability to paint the flowers I created similar to how he's been painting the AEC-created trees we fixed last week. However, I came across a roadblock that has me stumped.
The problem is that I'm missing a step in 3ds-max that needs to be exported with my objects. These components I'm missing are actually already done for the AEC-created trees.
My Object's Components Imported From 3ds-Max
The AEC-Created Tree Components Imported From 3ds-Max
As you can see, the AEC-trees create their own Mesh Filter and Mesh Renderer components in 3ds-max to be brought over into Unity. The thing is, these missing components are needed for the objects to paint properly in Unity, otherwise, you get an error and nothing will show up when you try to paint the object I created. I know that what I'm missing is something that bakes a mesh-map for the object in 3ds-max that carries over into Unity...I'm just bewildered as to how to go about this.
New Objects
Created a new bridge object. Nothing major here other then the bend tool being a pain to work with since I thought it would just be a simple curve to make a perfect turn piece. Instead, I just went with basic 90-degree rotation.
Diagonal Bridge Piece
I also started with a test-object for the hell architecture. It's a basic fire brazier that will be used along the road. The asphalt is probably not going to be the texture I'll be using to portray hell.
Lava and Asphalt Textures
Hell Brazier (Prototype Textures)
Future: Figuring out the problem regarding the missing components of my objects, and to continue on the Hell architecture.
Nice work!
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