BGP 2017 Fast Gear: Environment

Environment1

Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting of our scene. Back in the pre-production phase we decided that the track would be very heavily influenced by the Monaco track but with some Miami beach feeling to it.

For the most part it’s been pretty straightforward but does get kind of tedious after a while since there is a lot of things that needs to be placed. Of course it’s possible to copy-paste certain chunks of environment, which I occasionally do, but most of it needs to be put out more or less individually for the sake of keeping it interesting as well as visually appealing. Other than that it’s kind of fun from time to time…like SimCity kind of fun.

Environment2

Since most of the assets already had been done prior to this week, a lot could already be placed out. However, there were some things we realised as I put stuff out that

A: had to be done, such as additonal objects/props we didn’t realise we needed at first or just had not been made yet such as the yacht and dock models you can see in the second picture above. The main reason for this was because something else had to be prioritized and done first.
B: had to be fixed/tweaked. Sometimes the 3D meshes got borked which mostly affected coordinates and/or proportions when imported in Unity. However, this problem could be easily fixed in 3ds Max where they were made. The specific issue was the fact that reset XForm was not used prior to exporting the model. Resetting XForm basically ”freezes” the scale and rotation for the X,Y and Z axis on the model so that it keeps its correct rotation and size.

Throughout the rest of this week I’ll continue working on building the environment since there’s still a lot that has to be done. Also, I’ve begun working on the lighting and posteffects which I said in the last post that I would write about for this post but hey, things got in the way. However, most of the lighting has already been worked on so I’ll be writing about that next time instead.

 

 

About Jari Melgén

2015 Graphics