- Creating the basis of the environment. The first basis of the environment is first giving Unity the right skybox so when rendered and put into playmode, the scene has a right skybox/HDR for the sky. It wouldn’t be good enough with the basic skybox Unity provides.
- Implimenting the clouds. Implimenting the clouds into the scene should be fairly simple however how they work might have to be changed as Unity doesn’t use Bifrost. However it has mulitple different particle systems which can be used to create the clouds. The clouds that are stored in Maya are more so experimental and are only really providing the basic shape for the clouds.
- The sea base. The sea base this was done through having a cube on the floor of the scene and giving it the size ratings of 2,10,10 (Height, width, length) Now a basic cube doesn’t look like the sea so what was done to fix this was by getting the material of the cube and then changing the Standard shader from it, into an ocean shader. This shader provides a life like sea feel with animated waves and foam effects. This then makes the cube feel dynamic.
- Moving palm tree leaves. The moving palm tree leaves are done through mostly keyframes of an animation, such as messing with the transform of the leaves(Such as the positioning or rotation) every second, however creating an animation in Unity takes more time compared to Maya or 3DsMax as each keyframe must be done and movements must be ever so suttle, as it doesn’t automatically calculate the movement for you such as Maya, if you move it from the beginning spot to the finishing it fills the gap for you however in Unity it doesn’t do that, so each palm tree is going to have the same animation as it can be duplicated and changed ever so slightly such as messing around with the time stamps which would make the animation slower.
- Assets with possible dynamic bones. Assets that could have a dynamic feel about them are like the leaves as they would have suttle dynamic bones such as adding gravity to allow for the animation to be more realistic and having slight dynamic bones will allow for more movement during the animation.