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My Maya Project

My Maya Project
Matthew Hobbs
Album created by
Matthew Hobbs
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Hello everyone. I'm currently a budding student in the grand world of games design. Long story short, I had a project to create a scene in Maya 2016. I was really concerned about it, but I feel that I did a good job. For my project I had to fully 3D model a picnic table and a fence behind it. After that, the rest  of the scene was left up to me. Please tell me what you think and how could I have made the scene better. Look for all advice. Thank you in advance!

https://1drv.ms/a/s!AjPMztk8o36ZoHm1f2YVeRO0yFpW

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    • That makes perfect sense! Thank you
      So for your compass, did you do something like tell the game "This point here (N) is 0" and then compared anywhere the player was facing to that point to dictate the angles? Then like assigned SE NW SW etc to certain ranges?  
    • That's where the world/local business comes into play.  A character(or camera) x,y,z is always relative to their position/orientation(in unity the player's +z is it's forward direction, the +y is UP, etc...)
      But the WORLD x,y,z is set in/by the engine.  If a camera is facing the world +Z direction and turns around it's now facing the the World -Z direction.  But it's local +Z is still its forward direction.
    • Its all relative I see! So do you set that up? Like can you say 'Make them relative to my camera' and then whenever you turn around Z will always be opposite your camera? Or would Z just become -Z in the 3D world for that? 
    • It's relative, that's where the confusion comes in. 
      X could be width
      Y could be height
      Z could be depth
      But if you rotate the camera another direction.. Which one is now depth? 
      So, it's just x,y, and z.  The assignment of width,height, and depth is merely a function of perspective, never really an absolute.
      Everything is relative to something, in most games that relation is expressed in terms of the camera angle, or the alignment of the player to the terrain, or the built in settings of the engine you're using(Unity uses Z for Forward(depth) and Y for UP(height).)
      Ultimately, the computer just sees x,y,z and knows that that defines a 3D space, and you (can) move those to whatever orientation you like to work with/makes the most sense for your situation.
    • Awhh Yeee, Getting to the good stuff now!!  
      And aha I see, Is there like any official name for the Z or just 'the Z axis' ? I always call it depth but like in terms of a 3D object having Height Width and Depth, not sure what it'd be in terms of a world
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