DOORS!

Just following on from yesterday's post. I have changed the doors slightly from the Anemoia Asset Pack. I felt the scale was a little off, (even with all wall pieces being uniformly scaled up in engine) so I made the door and frame slightly wider in Maya and did a very initial optimisation pass on the individual parts. The hinges and handles were too high-poly in my opinion so I've edited these and added some manual LODs.
I also separated the asset into 3 parts: a door, handles and doorframe/wall, with correct pivot points, which can now be set up for interactions. I wanted the handle to move when the player interacted with doors, to add a bit more immersion; it's a minor detail but I think it is worth adding! 

I set up the outer wall/doorframe to be double sided, as in the original pack the back side was just flat. This will make it easier for me when I eventually merge walls together for optimisation when I'm happy with the final layouts. The manor walls will be very thick so this is also reflected in the doorframe depth. 
I found some reference of a deep doorframe on Google to try and further explain the reasoning behind this, as it is not like modern doorframes, that are just slightly deeper than the doors. I know that some manor houses have two doors, either side of the doorframes, but I'm just sticking to one door to make it easier for gameplay.
Luke hooked up my door assets to his door interactions, so they're ready to be placed in level!