3ds max

Environment Asset 11 – Completion and Evaluation

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.

Environment Asset 10

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The rubble was created with the purpose of filling in the level, by adding functionally useless small pieces of rock which will be scattered around the rooms and hallways of the ruins to make the scenario feel more real.

Some of the rubble will also be scaled up to a larger size and be placed as a simple obstructive obstacle for the player to move to progress.

This asset was created using 3ds Max and the voronoi fracture script to break a primitive into many smaller pieces, then each piece was individually textured within Quixel.

Environment Asset 8

grate start

The assets created for this entry are a wall grate and a set of stairs.

The wall grate is intended to be found next to the waterwheel, and is what the water flows through from another part of the level to make the waterwheel turn.

These stairs are only found in one part of the level, and are used instead of the engines default stair BSP because of the empty space underneath them, which the player will be able to find an object hidden for one of the puzzles.

This asset was created using 3ds Max and Quixel.

Environment Asset 6

The waterwheel asset is involved in several puzzles found within the level, most notably being used as a lift for the player to reach a higher platform, and to turn activating a set of gears.

The original design for the asset did not feature the platform attached to the front as the idea was that the player would jump into one of the compartments to ride it to the top, however that was deemed unsuitable because it would mean having to make the asset much larger so the player could fit inside, as well as adding in a platform to the level from which the player could jump in, at which point they would likely not need the wheel to be turning to reach the higher platform. Because of these reasons the design was altered to include the small platform which the player stands on instead.

This asset was created using 3ds Max and Quixel.

waterwheel_render_final2