Asset Creation - Part 2: Block Mesh Plus

The purpose of the block mesh plus is to take the block mesh to the next level. Since the asset boundaries + general shape were already established during the block mesh phase, the rest of the team may have already started using the block mesh in their gray box level designs.

Now we can take the asset closer to the final shape and silhouette. Still using placeholder pieces and block-out techniques, the finished block mesh plus model should look reminiscent of the final model and be ready for approval by the art director before refining it. If the art director asks for major design changes after this, it shouldn't be difficult to iterate on since no detail work has been done yet.

It is also best to work non-destructively, using modifiers whenever possible to make style passes / changes easy and painless.  Review the style guidelines before starting

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Goals

  1. Update the block mesh model to get to the desired shape, silhouette and style of the model.
  2. Name all of content inside of the file appropriately.
  3. Re-run the 'export all' operator on the export collection, to update the mesh in the game asset.
  4. Update collision for the asset in-game if needed.
  5. Check in all of the changes to the respective repositories.
  6. Get feedback from the art director (Lexi aka Pixel)

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Step-by-Step

Prepare / start the task:

Check your Git working directory (pounce-art):

Update the block mesh model:

You should...
You should not...

Clean up the scene:

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  1. Same as we did in the Block Mesh phase, but there might be new mesh pieces now, so double check everything.

  2. Ensure asset is centered and sitting on the floor (not below the grid).

  3. Make sure that you're oriented correctly forward.

    • Negative Y axis is forward, Positive Z is up (Note: these axes will be different inside of Godot).

    • Tip: Add a Suzanne monkey to the scene, check which was she if facing; Your mesh should face the same direction.

  4. Apply all transforms.

  5. Name all objects and mesh data.

  6. Remove lights, camera, annotations, and other unneeded junk.

    • Tip: Use the "Blender file" view in the Outliner to help find and remove junk.

    • You can also use File -> clean up -> purge unused data

    • Do not pack textures or other large assets into the .blend file

Export the model:

Update collision:

Commit changes / complete the task:

All changes to the .blend file need to be checked into the pounce-art repository. And the newly exported mesh / collision update need to be checked into the pounce-game repository.

Now that the asset has been pushed to the server, the art director will have access to it. Contact Lexi to let her know it's ready for review. If she has feedback for you, make the appropriate adjustments and repeat steps 1-5 as needed.

art_assets/props/crate_wood/crate_wood.gltf.import - if you see a new import file in your local changes STOP and ask for tech help in the bugjam chat, this means that a file path is incorrect somewhere and your new export isn't directed to the entity we made in godot last step



Revision #16
Created 2025-12-29 13:57:22 PST by P_ixeL
Updated 2026-03-04 17:38:51 PST by P_ixeL