My goals for this week were to get both the evil robot's head and arms into the experience. Unfortunately, we figured out that it isn't just a simple switch of the meshes to replace the current placeholder head - the new meshes need to be rigged and weighted to actually work in the level and we didn't have the resources for that this sprint.
However, I was able to decimate the head and test it in the scene + figure out a retopology strategy. I have most of the mechanical details separated by groups/subtools so I think I just need to bring down each individual piece to get the highest resolution game-res version vs. the current copy which is a derivative of the high res dynameshed together. I'll definitely try to combine clusters of pieces so that the final game-res won't be a collection of 50 different pieces; more like 3-5 or so.
I also started the sculpt of the evil arms - I blocked out the robotic hand piece in Maya so I have the low res of it to help when I retopo this (it will come in handy, you could say). I don't anticipate this taking too much more time, so I think by the next sprint it's fair to say I should have all of the evil pieces ready to go in the engine and functioning in the experience (head, arms, torso, legs).
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