Game Scene

Game Scene (Apex Legends)

Team of 4: Atley Sakamoto (Modeler), Brandon Uenaka (Modeler, Unity), Jeremy Casada (Unity), Xander Johns (Unity)



Final Renders of Unity Scene

The process began in Google Images, searching for good references to the objects we had set out to create. Many of which, we were unable to find easily, so some things had to be referenced from in game during the limited time event in which the first map was available. Some items had to be referenced from youtube videos of real gameplay.

Moving on into Maya, modeling took up a solid chunk of time. We had many assets that needed to be created, some of them being quite large or complex. It was here where I ran into some of my first problems. One such problem involved the Unfold tool for creating our UV's. The tool would not work at all, so I looked up the problem online and had found that sometimes the tool would disable itself and simply needed to be re enabled.


UV's for Small Objects

Then, I moved into Substance Painter with my assigned Texture Sets. Preparing for this step was greatly aided by naming my objects in the Maya hierarchy as I modeled.

However, once in Substance Painter, I often had trouble with artifacting in baking my models. The solution to these problems often involved going back into my Maya scene and redoing some parts of the UV's that were causing issues. This was a time consuming process many times, but in the end, the texture baking turned out well.



Exporting from Substance Painter into Unity was fairly easy. Here are the maps that I had exported:


Small Objects


Maintenance Facility


Forklift

And finally, the last step was moving into Unity. This step was fairly easy, but the sheer volume of things that had to be done ate away at our time constantly. Here are some progress shots of how the scene came along:


Very beginning, missing texture, no lighting


Now has lighting and multiple light sources


Finished scene with baked lighting and object population


Walk Through of Game Scene




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