This week we tested our models in the VR headset to make sure it all worked. This week was a major week for trial and error, as it seemed my maya model had some errors when inputted into unity. I had to reverse faces as if the faces were inside out these would appear transparent in unity, I figured this problem lied with the amount of extruding I did to the model. With multiple back and forths, uploading different versions of my corridoor to one drive for VR testing:

I decided I needed to re-do the corridor. I needed to make it a more simple mesh so that texturing with the UVs and it’s compatibility with unity would be made much more simple.
I started by creating a simple cylinder and modifying the shape so it would suit the corridoors design still. I made it longer and added in edge loops where the doors would be.

I then started on extruding the door frames from the corridoor. I followed the same design but with less edges to work from and a more simple design. I only used edge loops that went all around the corridoor for consitancy.


The mesh was looking more simple, and while this took away from the design, we felt like practicality and ease were more our priority at the moment than design.
I then was asked by VR to detach the door frames to enable us to texture the doorframes seperately to the whole corridoor.

I added the design of the final room everyone agreed on the the corridoor, and edited the ramp so it would fit into the doorway of the corridoor and there would be no gaps.

Next, I worked on creating tthe pod in which the skeletons would be found in. I had been given a design from the group of what they wanted the pod to look like.

I made this design from a cylinder and kept the design simple to not bump into any more mesh problems.

I then asked the group where they wanted this pod to be, they said they wanted it to be below ground, and then be triggered to rise from the ground when the player enters the room, revealing the skeletons of the poeple that died in there.
I used boolean to make a hole in the ground and set the pod to be under the floor and able to rise when triggered.


I then had to start on adding skeletons to the pod. I downloaded skeleton and skull models that the group had picked from online. I then adjusted these to be laying on the ground of the pod. This was an initial draft, I will need to add a child skeleton and adjust the skeletons in the pod for the final version but this was just to bring to the meeting so people would know where they would be and how it would look in the pod.


At the end of the week, we had our weekly group meeting. We met up with the course leaders we were working with. The verdict was:
- They had changed their mind on the final room design, it needed to be more rectangular.
- The pod needed to be less circular.
- There needs to be children skeletons and they need to be broken apart.
- The ceiling needs to be lower and the room needs to be more narrow.
- There needs to be a broken ceiling.
As I was getting ready to texture my models, I needed to re-evaluate the design of my models to be in tune with other’s visions. With such a tight deadline, design inputs were brought in last week, so I thought these changes were a bit late coming and we should be on texturing and assets now. However, we resolved this by a tutor reccomending we apply for an EC form, being we are working with extrenal people and were slighly delayed in starting our project. This gives me a bit more time to finalise the designs again on my models.