Devlog #1: Scanning the Real World
Welcome to the first devlog for Last Loop. In this post I’ll be covering the initial phase of development — scanning my university’s Learning Hub building and setting up the game’s physical environment in Unity. I’ll also go over some of the issues I ran into with Polycam and how I handled scene construction from raw LiDAR data.
Real-world environment scanning
I used Polycam on iOS to LiDAR-scan the Learning Hub, focusing on areas like stairwells, toilets, corridors, and lifts. The idea was to use the scan as a foundation to build the level around — treating it like a 3D blueprint. But Polycam didn’t like large spaces or glass — windows would often come out warped or missing, and long walls would stop scanning halfway through.
The fix? Chunk it.
I scanned wall-by-wall and reassembled everything manually in Unity. Then I replaced most of the mesh with Synty low-poly modular pieces to clean up geometry and get performance back up.
Issues faced:
- Polycam breaking scans on glass and distance
- Huge file sizes and bad pivot points on exports
- Rebuilding clean geometry from rough models
The final result is a space that feels both grounded and gamey — familiar to me, but fun to explore as a player.
Get Last Loop
Last Loop
Time doesn’t forgive. Neither do the dead.
Status | In development |
Author | Cl0uds |
Genre | Shooter |
Tags | Co-op, Post-apocalyptic, Zombies |
More posts
- Devlog #10 – Final Polish & Alpha Release3 days ago
- Devlog #9 – Powerups & Game-Changers3 days ago
- Devlog #8 – Building the Quick Guide3 days ago
- Devlog #7 – Perks & The Mystery Box3 days ago
- Devlog #6 – The World Rewinds3 days ago
- Devlog #5 – Points, Purchases & Perk Machines5 days ago
- Devlog #4 – Waves, Ragdolls & Chaos5 days ago
- Devlog #3 – Zombie AI Begins5 days ago
- Devlog #2 – Early Gameplay & Time Travel Concepts5 days ago
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