Til Infinity Meets Eternity

Hi, been a bit, it’s me, the 3d artist, Antonio… Daniel has been low-key carrying this whole indie db operation for a while now, but finally, it’s time for my long awaited return!
So what had me occupied all this time?
Burnout…
O-okay, but what have you been working on?
Nothing… Is what I would say if I hadn’t had a massive burst of productivity for the past week!
Today’s topic:
Revamping the whole scene with asset STANDARDIZATION WOOOOOOO!
Now to give a little bit of context to our readers. I am actually quite new to producing whole sceneries for unity. I mostly focused on learning how to use 3d software and then shipped the final result to a colleague who would implement the asset in the scene. For this specific project, I had to get out of my shell for a bit and actually manage my own assets for once.
And the results were awful:
Corners with different scales, couldn’t even use the snapping grid properly, assets with mismatching brick sizes, pivots 60 meters away from the actual asset. Miss-managed prefabs, the whole 9 yards. All of which, in hindsight, probably helped to manifest my burnout as the tiny little (or not so little) imperfections started weighing on me harder than my deadlines
So while I was procrastinating playing my current new obsession Omega Strikers (do try it out, it’s the most fun I had in a game since Outer Wilds), our project discord gets a ping from an external colleague:
“Hey, your project is in a bit of a mess right now, can I check it out and give you feedback”
To which we responded, “Go ahead knock yourself out”.
After a few passing remarks of feedback (all well warranted) at 3 A.M. a large “.txt” file drops on our Discord describing a lot of issues with our project. Which somehow jump-started my motivation to keep working on the project.
So after all of this, what did I have to do?
Remake the whole scene with re-imported assets
Which was way scarier than it sounded, here’s the process:
- Make a new scene.
- Add the standard Unity plane to said scene.
- Export that plane as a .FBX file and import it to your 3d software of choice.
- Open Maya.
- Import Walls, Floors, and the Unity Plane.
- Scale imported assets to match Unity Plane.
- Realize that it’s not quite right, mess around with the scaling some.
- What? No matter what nice simple number you use it just doesn’t match it right.
- This is dumb why can’t it be an easy number that can be divided by 10?
- 78 is not quite right. I’ll try a .5 maybe.
- 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18, 79.18,

So that was a fun rabbit hole, as it turns out Maya’s scale (unless you mess around with the default settings) doesn’t have a 1:1 scale with Unity, the closest number I got to was 78.19 for our specific project. (Whisper: if you look really closely at the image you’ll be able to tell that it still isn’t right)
Also as a PSA the walls I modeled used walls from a previous project as a reference so 78.19 isn’t a good scale factor for projects other than ours.
After that, it was a matter of rebuilding the whole dungeon which ended up being surprisingly fun as I was very unhappy with the state of our previous scene. Here are the Results:
The new initial bridge room.
The New generator area (the water goes down as the game progresses)
A new corridor.
Another new corridor 🙂
A new room preceding the new “Safe Room” area.
The Start of the new “Safe Room” area.
New Layout
Old layout
Here´s the new assets that yours truly has made in the past 4 days or so.
So that’s how our project is currently going, in the following weeks we might have some vfx to show, maybe if Daniel’s willing we might even drop a coding article or two.
‘Til then I was your local 79.18 fanatic, thank you for reading,
Antonio Sotto-Mayor and the T.I.M.E. team.
Source: Indie DB