During the early stages of my University Career we were tasked with working together to build a 3D shooter and Adventure game. In this group I was the main Machine 3D modeler and Asset Developer. This was built into a unity game system and the texturing was done in Substance Painter.
I first went through and researched and understood the different parts and components that would be in a steam punk world, and began developing assets in this genre. Pipes, Pistons, Tanks, and Motors. I then added those many parts together to build out a complete machines with Baked Animations for Unity.
I put every part into unity as its own material and Texture Set, this was because these parts were going to be reused for the many different assets in the world in both the other machines, the blimp, and the other islands. I wanted to make these textures as simple and optimized as possible, this way even when the asset is used for a large construction it still was of a good design and color.
By being apart this group and project I further developed my skills in both the 3DS Max Software and the Unity 3D Universal Pipeline. I was able to help my lead add the models into the world, add textures, animations, and build the Blimp Out in a dynamic way.
I became further familiar with baking substance painter mesh maps, building my own smart materials, and developing my own rendering outputs to better improve my team and my own workflow.
The process of learning to make a game together has helped me understand team management, Asset management across the team, and understanding other peoples use cases for different software.