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 verts
Gateway: 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

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