Tower Defense Game Asset Production
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Textures:
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Project description:
For this project the assigned image is a tower defense micro scene. How I wanted my tower to look like is having tower base to have a structure like a medieval tower, but I wanted it to be a futuristic and sci-fi theme look. With that theme in mind, I wanted the toppers to be as futuristic as possible. The toppers I wanted was a turret, a satellite dish, and a crystal energy contraption. For my 5 props that are to be added into this project was all going to be environmental object that I fit with the landscape of my scene. The props were a boulder (environmental), a tree stump (environmental), 2 different barricade pieces (theme), and crystal roots from the ground. When importing the models into unity I had no to make my terrain. My terrain was to make a mountain valley where the enemy would pass in the scene. I have the prop scattered around the landscape of my terrain and the towers would perch on the hills looking down at the enemy.
Problems:
Problems that I have faced in this project had happened during texturing, during the creation of my terrain and at the at the last moment. During texturing I had trouble deciding on how the tower was going to look since my initial idea looked bad to me. So, during texturing I had to search for a texture that would complement the theme as well as the model of the tower. It took a while, but I did find a material that was simple but help with the look of the theme. For my terrain I couldn’t find a fix for my design of a mountain valley, but the terrain looked very spiky. I wanted to be smooth since it didn’t look so jagged, but I left it at that. The last problem was detected when I realized that one of my toppers had extra tris on certain objects, and I thought I did reduce them to a lower tris before had since I already checked it before sending it to be texture. The crystal energy contraption had about 500 tris more than expected from high and low, and I don’t know what caused it during that time. Due to running out of time, I was not able to reduce that poly count since I have to go back and fix it.
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