Creating the Modular Technical Specification Doc


To save time and allow for more flexibility when editing buildings in engine, we are going for a modular approach whilst modelling Scrap Towns buildings. Before assets can be modeled, we need to experiment with what works before setting the rules and guidelines for our modular pieces to ensure everything snaps together perfectly.


I imported a soldier model from Zbrush to use as a scale reference for our game's enemies


 Initially I have planned to create floor and wall tiles, and build the structures this way. But I soon realised that this would not really allow for the stylised shapes, or at the very least it would restrict the amount of control would have for the more top heavy buildings. 

i decided to create for building shells which could easily have more extreme shapes towards the top as long as the base size remained the same as documented.  


I used the Distance Tool in Maya to ensure all measurements were accurate.

Using the 4 base shells I experimented with making different looking buildings.  

Finally I exported the models to unreal engine for  a test Run in VR, before making some minor scale adjustments as a result. 

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