NavMesh defines the players limitations of travel by the creation of a collision mesh. NavMesh sits exact or slightly on top/next to existing asset geometry, you do not want too much space between or the avatar/pod will be hovering or hitting walls to early or late when moving around in the scene. Keep as realistic as possible for gameplay.
MAYA : Notes
- Walls & Bumpers
- All playable surfaces need mesh
- Helper ramps when moving between wider jump points
- Railings on edges of areas
- Remove bevels
- Asset must be air tight no holes for avatar/pods to fall through
- Decide if the floor planes go to infinity with respawn or a bumper edge *below uses bumpers
- If an asset is high poly just place a box around the asset - see below
- Height of walls : avatar/pod able to jump over or not?
- Once completed combine the entire asset to one piece of geo
- Name in Outliner : NavMesh
- Assign one shader in *Lambert : choose a bright color
Tip : Duplicate existing geometry of asset then begin to cut, sew, and collapse geometry to downsize the amount of tri count.


