Below are our teams final character animations created in Maya 2018. From here, we will export these animations as fbx files and import them into Unity, where they will be pair with our prop animations. Also listed below are the tutorials we used for importing. Our director, Lorna took on the challenge of pairing up animation and introducing our fbx exports into our Unity environmental file.
To optimise our scene even further, myself and our Director, Cassie, decided to start deleting faces for various models in our scene that are never seen by the user. These are mainly on furniture, large counters, table items, counter items, fridge and kitchen door. In this blog, I will post the videos of a few of the newly optimised models, some images from the process and explanations from other blogs and videos I watched as to how basic models need to be to ensure our scene is optimised as much as it can be. I found the article from Evermotion on optimising scenes to be very helpful in giving me the knowledge and understanding of why optimisation is such a large part of a project such as ours. The real time rendering that we will be using within unity is processing a lot of information at one time. If a project has a lot of textures, geometry and animation, this can be described as an expensive project. Not that it costs a lot of money, but rather i...
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