Hi everyone, Adam Toth here. I’m a new artist on the Hard Surface Modeling team. I’m extremely excited about furthering the progress made in the past semester and finishing the project. I was initially hesitant about being dropped into such a large project half way through development, expecting a tidal wave of work. Luckily for all us newbies, Dave Beck assigned us a series of tutorials according to our respective disciplines. These tutorials helped further our understanding of our group specialty, preparing us for the final push to finish Harvey.
On the Hard Surface team in the past semester, there was significant priority given to modeling, UVing, and texturing available rooms for the player to explore. This work did a great job of building the backbone of Harvey and creating its atmosphere. Work on additional rooms, such as adding new rooms like Cal Peter’s Studio and the Chemistry Labs, will continue, but focus is also being given to other elements of the environment. Some rooms are in need of finalized modeling, but we also need to target the props that populate the rooms.
Most of the other modelers were assigned new rooms to model or old rooms to finalize, but a couple of us have been allocated to modeling the props found in the rooms. At this point in-game, Harvey feels like the building, but it’s still rather empty.
Generic objects like fans, phones, school supplies, signs/posters, etc. will be added as well as unique room-specific objects. Players may pay little attention to many of them, but not adding these objects will rob Harvey of its defining spirit. We’re hoping that with the addition large assortment of props and new, animated characters from the other teams, we can make our rendition of Harvey feel like a living, breathing environment.