Starting your level
InGame final rendering - Ligthmaped
(characters by Tatiana Audiard)
Some 3D assets - InGame rendering - Realtime
Environment modeling constraints
-
Each scene under 40k tris
-
Each element needs to be cut in parts to "build it"
-
Details on every sides since we can rotate the scenery
-
Modelization of hidden parts
-
Maximum of static parts
-
Import already merged props (if multiple elements inside)
-
Thinking about where to cut the props to have details in each step when building it
-
Trying to hide the cut to help for the lightmaping after (not cut in a middle of a plain wall for example)
-
No time to create a simple version without the hidden parts
Lightmap for the above scenery - Environment texture for the entire game
Technical part
-
Switching between pre-lightmaped scene and realtime scene
-
Using lightmaps to keep the final rendering mobile friendly
-
Using one light with no shadows for the realtime scene
-
No realtime light when you have completed your scenery
-
1 Lightmap 512 x 512
-
Tweak every assets to fit this constraint
-
Basic gradient shader for the Skybox
-
Preset to help importing from different softwares
-
Technical documentation for the entire setup of a functional scene
-
Only one texture for the entire game. The method was to apply only gradients on assets
-
No real UVs have been done, we are using Unity's auto UV channel 2 (with tweaks) to be able to use lightmaps
-
This speeds up the process
Asking for a new design, quickly
Starting your level
InGame final rendering
Some 3D assets - InGame rendering - Realtime
Technical part
-
Something more immersive than the previous proposition
-
No more lightmaps, full realtime lighting
-
Only one light: only some specific assets have shadows
-
Texturing with the same technique as above with the same texture
-
Faking fog by using Unlit material on primitive matching the sky color
-
1/2 simple house for "dense" effect on the background
I did not cover the animation part or FX, if you want to know more, feel free to contact me :D