When making the entirety of a game by yourself, art assets are something to be considered very early on. Though not detailed in its entirety in my culmination proposal, I had a very clear idea for how art assets would be handled.
At the beginning of the project, I used placeholder assets so that I could work with something that functions similar to the end result but didn’t require me to find/create the assets myself. 3D primitives(spheres, cubes, etc.) were used in place of actual 3D models
The target prefab was one of the first prefabs made. Epsilon is a shooting game and the targets gave me something to shoot my bullets at. Although the final design I had in mind was spherical, I decided against using a sphere because without the correct texture on a sphere, there’s no way to tell how the sphere is rotating. The rotation’s importance will be expanded on in the programming post.
The updated prefab made it even easier to tell which way the target was facing and more importantly, was close to the drone look that I wanted. The imported model had multiple materials on it as well which made changing the color of the prefab significantly easier later on
The core of any shooting game. The gun. Epsilon being a VR game, the only thing needed was a grab interactable and the general shape of a gun. This model worked well for a LONG time before I realized it needed to be updated.
The updated gun model did a much better job at looking like an actual gun. Tragically, the firing was not an animation but a model so I didn’t couldn’t implement it into the game. I would have gone for a more futuristic looking gun but I couldn’t find any that matched the image I had in mind.
I actually ended up using a model found online for the head from the very start. It was simpler to see which way was forward using this instead of a sphere with a cube in front of it.