Blocking Out and Leveling Up
Week Two – Blocking Out and Leveling Up
This week, we continued refining our ZBrush models and began importing them into Maya. Our focus was on retopology and improving UV mapping—an area I personally wanted to improve, especially after facing challenges with my car model last semester. I’m aiming for cleaner UVs to minimize visible seams on my character and weapon models.
In Design, we explored map layouts, conducting walkthroughs to ensure our environments align with the characters we are sculpting. We also factored in dimensions and mechanics like the wall fade-out effect to maintain a seamless experience.
On the programming side, we started working on animations and implementing the sound system. We set up basic walk and run animations while beginning to integrate audio elements, helping bring the game to life.