Other- low poly




Click the Play button above to see the model

Low poly and low Res texture (128x128) plant.

two and a half hours to create this. Includes gathering extra references and screens.

The task description was to fill a 2x2 space. (this is what the glass box represents) This could have been done in a few different ways. One is to do one plant with a few branches, the other is to do multiple plants. Creating a Variant can be done quickly in tweaking the mesh as well as adding another diffuse. This way of just adding a new texture is a lot cheaper of course in game as you are not loading a new model you are just swapping out the diffuse. Also I think it would be possible if the pivot is 0,0,0, on the model to do a rotation on the variant mesh in code. This way when the two are placed in game next to each other they do not appear to be the same mesh.

This is not following PBR but the Normal/diffuse/spec map. Also should your engine support a colored spec map I would have made use of this and not have a grey scale spec map.

In addition If we were not going to rotate the model for a variant and if we were viewing it from a fixed angle I would cut out a lot more polys. At the moment this asset is created so you can fully walk around it. The player is not going to zoom right into it, as most times in games you do not zoom into mesh that is this low to the ground. Again this is specific to the project.

Another consideration is if Vertex paint is supported for the project I would have used it for a little AO baking. I think if this were placed in UE4 or Unreal etc.... it would look better with a baked lightmap. I would have used Alpha on this for sure, but the requirements of the project was to not include alpha textures.




Donuts





Click the Play button below to see the model and check out the textures that make up the materials on the model

 


This viewer allows you to see the textures applied by using the sliders by clicking the "layer Views" button. Please note that the mesh in my 3D package is modeled as quads mostly. The mesh is connected (creating tris) in the viewer for this site.
eg,











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