So I started learning how to animate from courses on www.lynda.com. I went through 1 complete 12 hour course and from what my limited knowledge was I thought animating was a lot easier. But after going through the course I understand a lot more on why certain games have troubles with animations, or why certain times weird glitches happen because of the rig breaking.
Animation is quite hard and I decided it was into best interest to get back to it during the winter break. I did learn quite a lot after watching the animation courses. I learned how to model more efficiently and being able to prepare characters ready to be quickly and easily rigged.
Watching the course helped me quite a lot in my overall progress as to becoming a better 3d artist, and I felt a lot more confident in my modeling skills after having gone through the online course.
Later, I quickly switched into looking into limitations and possibilities of Unity and how far we could push our props and environment details. Luckily we are aiming for a very low poly, paper-craft style so pushing Unity to its limits is quite hard for us to achieve. Unless someone sneaks in a 100k poly plane into our game.
I then assisted Tian with coming up with a Technical specification or in short Tech Spec sheet for the various props and character sizes, their poly counts, asset file formats for easy and seamless integration into unity and scales.
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