Wednesday 19 October 2016

Whiteboxing Level and Asset Scales


Today Joe and Sean got together to map out the scales of the main assets for the spaceship corridor ready for when they get the final concept art.



First a simple corridor was created with primitives in unreal. The objects were transformed and scaled until they were happy with the results. They walked around the scene in first person to ensure there was enough room and it felt right before making a note of each of the objects scales.


 In Maya they then created basic shapes, in line with what the team had discussed, and to the scale specifications of the white box level.


 Once this was done the objects were imported back into unreal. Here they were able to make sure they were still happy with the scales after the level had started to take shape.

No comments:

Post a Comment