Creating Assets:
Because the environment will be displayed in virtual reality, it must run at a smooth 90 frames per second. This measn that I need to make sure all the assets I create aren't too high poly. This poses a challenge as the usual tricks such as normal mapping, won't look as convincing in VR. Therefore I want to try and make most of the details using geometry as opposed to relying on normal maps. I will keep the geometry as low poly as I can, whilst I use Substance Painter to create realistic textures to enhance the models.
I want to ground the hangar area in as much realism as I can. I have been looking at some concept work and think the addition of steel railings really contributes to the environment feeling real:
Lim, K. (2017). Front Mission: A Moment Alone. [Online Image]
Available at:
https://pre00.deviantart.net/acd4/th/pre/f/2010/327/5/5/555a1cac6d7ed5b2d208a6ec52890428-d33fy8k.jpg
[21/02/2018].
So far I have been able to create steel railings similiar to those in the environment above and I plan to have these featured prominently throughout the environment. You can see the models below:
I have also created some cranes based on real world environments that I feel will flesh out the environment further:
GrupaMarat. (2015). Industrial Gantry Cranes. [Online Image] Available at: http://www.grupamarat.pl/en/wp-content/uploads/sites/2/2015/04/21-300x199.jpg [01/03/2018].
See below some renders of my crane model:
I also looked at the interior of cargo ships as I felt the stark design helped drive home the brutal industrial feel I wanted to convey in my environment:
Here is the wall piece I created based on the ship corridor:
Above is the wireframe for the wall panel. The completed asset is 479 poly's. I plan to repeat this pattern across the environment so this is a relatively low size. I hope this wall feature will add a little extra industrial detail to the level.
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