I got that GAD Room DONE! Finally! (But knock on wood because I'm sure now that I've said this, there will be 5 new problems with it). Most of this week was still removing polys, fixing doorways, and adjusting object pivots, but I was able to move on to modeling some of the upstairs New Building by the end. Fixing doorways actually taught me about boolean objects, something I had somehow never looked into in my almost 4 years of 3Ds Max. Incredibly useful and I definitely should have looked into them earlier. I got the GAD room down to just 536 KB (536,000 bytes), much less than the original 233 MB (233,000,000 bytes), meaning by removing individual objects that can be made from prefabs in Unity, and by taking out all of those polys, the room is about 1/4 of the size it originally was in terms of data. From this whole process from the GAD room, we established that assembling whole rooms in 3Ds Max is a mistake. Instead, make the different assets, and set them around the room in Unity. This way, prefabs could be used, or at least colliders/other object settings can be copied really easily if nothing else. We did run into some issues with textures though, so it is my goal this weekend (today) to fix the keyboard's textures so that we can put that into the game. This keyboard has been the most complicated thing ever, and I'll be happy to have it working, even if it still is in a convoluted way with too many textures. Essentially, we initially had every key as its own object, and they were just all grouped together. That caused a ton of lag, so now a keyboard is just one complex object. However, this makes textures weird since the "box" has a ton of "top surfaces" that like to all be textured the same unless I explicitly go in and texture each of them individually. In the end, this will be worth it since I can just do this once -I already have done this in 3Ds Max but didn't know how to transfer textures to Unity at the time and have since lost the file - and then I can export it as an asset package, and hand it off to Ryan where he can easily copy it. Even though there will be 100 textures (not an exaggeration) it's the best way (currently) to avoid the issue pictured above, and each and every keyboard will reuse those same textures. I won't be surprised if I have to redo all of this again when we inevitably find a more efficient way, but for now, I'm doing what I can. Goals for Next Week
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
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