Sunday, May 15, 2016
Friday, May 13, 2016
Final Game Blog
I've completed my StarCraft 2 game scene. Maya 2016 was used to model and UV, Substance Painter was used to texture / create normals, Unity was used to implement the objects and render, and Crazy Bump was used to create additional maps.
Final tri count:
Nexus: 2968 tris and 1659 verts
Forge: 1644 tris and 918 vertsGateway: 1496 tris and 912 verts
Minerals: 172 tris and 108 verts
Pylon: 734 tris and 377 verts
Assimilator: 1572 tris and 878 verts
The least strenuous part of the assignment was modeling. Except for a few exceptions (assimilator!), I feel like I was able to capture the general essence of the shape of the objects without too much stress. If I were to go back and change anything, I would have bumped up the poly count on all of my objects except for the mineral. With the poly limit we were given, I could have done a lot more making the shapes more defined. For what I was able to capture however, I'm content with it.
I would say the hardest part I faced was dealing with the textures because StarCraft has more of a stylized, hand painted style with unique looking parts. One of Substance's strong points is the ability to drop in pre-made materials, which didn't help me for most of the detail the objects required. I had a difficult time making stylized texture in Substance due to the lack of artistic brushes. I also had a strange brush bug where Substance would make my brush appear tiny despite cranking up the size to 400 (the max size!). I showed it to Justin and he didn't know a fix for it except to try making the models themselves smaller. It worked a little bit, however despite scaling my objects down to around 1cm the brushes were still really small compared to their preview.
Here are three render shots from Unity:
And here are all of the objects within my scene including their maps:
| Mineral |
| Pylon |
| Assimilator |
| Gateway |
| Nexus |
| Forge |
Tuesday, May 3, 2016
Game Scene Blog 7 - Texturing
So I've begun some detailed texturing. I'm about done with the mineral, however I haven't tested the emissive in Unity yet so here's hoping I don't run into too many problems! I've also begun work on the pylon and assimilator. I went back and stacked some of my UVs, which I think will help tremendously with the texturing process. Right now I'm just trying to get the material right before going into the smaller details.
Next week is the final blog so between now and next week I need to complete all of my texture work. I want to begin transferring my objects into Unity ASAP so I'll have to get a lot more work done.
Next week is the final blog so between now and next week I need to complete all of my texture work. I want to begin transferring my objects into Unity ASAP so I'll have to get a lot more work done.
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