Splitgate Scene

For this project me and a group of 4 others were tasked with creating an interactive scene or level inspired by a recent game release. We decided to go with the FPS Splitgate. We decieded on the level Oasis because it is a very open and colorful level, and our work shows that we tried to take the best aspects of it and mesh it with our own skills and constraints. First step was gathering references for our pieces, I took on the role of creating many of the props for our level and also setting it up inside of Unity. Being that Splitgate is a free to play game we were able to load up the level we were basing our scene on, which was Oasis.

For the first one week sprint I was able to complete a set of props that will be used in the market. I created a set of banners and a 'ring' that provides the base for it. They are type of a ceiling center piece of the market area and after a few tries I was able to land on a banner shape that I think resembles the original pretty closely. The ring itself was very simple and all I had to do was extrude on a nurbs circle to get the desired effect and I can go back and tweak it easily if we need to resize how the market is looking. The metal lantern was a bit more involved but had some fun shapes and I really enjoyed making it. I've gotten pretty good at identifying the basic shapes of an object and breaking them down. And I was able to do just that for this prop. It’s fairly low poly since I think the textures will bring it to life and its very much a background piece, so I did not want to have too much going on with it. But once we get some lights added to it within Unity I think it will look really nice with the metal textures.

Both props were pretty fun to work on. I had an easier time with the metal lantern even though it was more complicated. The banners are able to be used in other sections of the market as well because of their flexibility and the lantern too is pretty common throughout the indoor sections of the level we are creating.  I really enjoyed working on the metal lantern because of its different shapes and being able to include a light source inside of it.

References for the level itself and the interior of the market

So far although we are not entirely ready in Unity I think we have made solid progress towards our level and are keeping scope in mind, having already dropped a few items that would have been cool but are not required to get the idea of our scene across. The group has worked well together and we have been assisting each other where needed. One of the hurdles we encountered was organizing our UV sets properly since we have some big structures along side our props. We had to do some work to reorganize them so that they maintain the proper texel density while also keeping our desired resolution. 

I am almost done creating all the props we need for the market and I have actually finished all of the trickier pieces and will only need to do a few more misc. pieces to populate the scene more. The props have been a good test for me since I am doing more organic pieces and also making pieces for a game I had not played before but it has been a ton of fun so far and I am looking forward to texturing and getting the pieces into Unity.

For the next sprint I was mainly organizing UVs and UVing some of the objects I got done for last sprint. Since we are limited in the amount of UV sets we are can have I was trying to get a good enough and consistent texel density to fit all of the props and a few extra things into two UV sets that I have been graciously given from our lead. I created a new generic banner that we can use in the market area and ID'ed the table and two vases that I finished. I wanted to get some more of the props UVed and IDed this time but with Thanksgiving break in between it was a bit of a tighter time budget but I did make forward progress which is what matters.

References for the hookah, table, pillows, and brass vases

Fully modeled props with vertex IDs

UV sets for all the props

For our final sprint, It was crunch week for me in the final stretch of the project and I was busy completing final additions for our scene and also making sure I was able to fit all of my UV shells into the two sets I was given. My largest piece was able to squeeze in with a texel density of exactly ‘3’ which I used as the baseline for the rest of my props. I had to finish modeling the rugs and banners which turned out great and I was able to fit all of it into the UV sets. As I mentioned prviosuly I created a lantern to be placed around our level and it eventually included an area light set into the prefab to give it a nice glow effect. It turned out as a great asset for the interior of our scene.

Above is a test scene that I used to import everything and test out the textures and shaders. What I really loved about the Speedtree pack was that they came with a built in wind controller so I could add a nice gentle breeze to the scene. It was super simple but an absolute blast to play around with and get right.

With the modeling, UVing, and IDing completed I was tasked with getting terrain assets for our scene. I was able to find some nice looking canyon pieces and sandy boulders as well as using Speedtree for some palm tree decor. I was also able to modify a water shader from a different project and use it within our scene which I was very pleased in the way it turned out. I ran into some shader issues for the trees, boulders, and canyons. I believe it has to do with URP and I was never able to figure out exactly which shader the assets wanted. Ultimately, it seems that using a URP complex lit shader was of good quality and good performance fidelity. I wanted more time to play around with it because I never got a good 'answer' besides the textures just showing up. I could not see on the store pages if a specific shader was needed but nevertheless I was able to get the textures to show up properly. 

Below is a look at our fully flesh out terrain assets in our scene. There is also a link to the full walkthrough of our scene with scripts, sounds, and movement!