Since the previous entry a few more minor assets have been completed, and were then added
Having completed each of the assets intended to be used within the scenario I organised them within the level’s whitebox in 3ds max to ensure each asset would be of a suitable scale, could all be accessed from a single file, and to see if I myself was happy with the layout of the level.
Overall I think I am happy with the layout of the map, and the quality of the assets produced. My biggest issue wreas managing my time effectively throughout this stage, as there were several times when I made an asset which I later decided wasn’t up to scratch, or wasn’t necessary or fitting to the level’s design. This happened several times when making the waterwheel until I settled on the final design.
I also left a lot of the texturing of the assets until rather late with the excuse that I would do all the texturing at once after finishing the modelling because of a lack of significant understanding of how to use Quixel, which means that a large number of the textures I created didn’t have as much time or effort put into them as they maybe should have received. I will try not to repeat this mistake on any future parts of the project.
From here the assets were exported to be imported into the game engine.










