Update on Spamocalypse (inside out faces)

I’m not dead, I’m just busy.

I’ve been working on the actual level for Spamocalypse. It’s an abandoned museum/art gallery, whhich I call Tinterwebz Museum. There are two floors and lots of dark corners to hide in. Here’s a screenshot from Unity, with the lighting turned off so you can actually see anything:

Museum Unlit

The player’s main goal in this level is the Huta Teapot, which the yellow spheroid in the centre and is definitely not based on the Utah teapot. Blender doesn’t have one, but has a model of their mascot Suzanne’s head instead, so I built one to go with it.

The main problem I’ve had, apart from learning how to unwrap UVs in Blender, was trying to get a graphics bug to work. Yes, I’m trying to deliberately introduce a graphics bug. This one is the result of Unity and Blender/3DS Max having different coordinate systems, combined with an object being scaled in a negative direction in Blender/3DS Max. Take any non-primitive shape – e.g. Suzanne in Blender or the Utah teapot in 3DS Max – and scale it in a negative direction, then import it into Unity. It will appear to be turned inside out!

They both look a little off...the left-hand monkey is directly facing the camera, the other one is actually looking away!
They both look a little off…the left-hand monkey is directly facing the camera, the other one is actually looking away!

The monkey Suzanne in Blender. This is facing towards the camera.
The monkey Suzanne in Blender. This is facing towards the camera.

The best way to fix that bug, if you wish to fix it, is to flip the scale of the object so that it is no longer scaled in a negative direction. But I’m planning to use this as a piece of artwork for this level, because it’s too funny to not use! I just need to think of some suitable arty in-universe explanation for how this came about.

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