Progress Update
This time I want to share some backdrop geometry progress from mileage. I was thinking that fuel should be a factor within the gameplay and world setting (yes I know, it’s influenced by Mad Max, can’t deny that). So further thought I like to think of the location “Hopetan” as an refinery hub where some processing, trading and all sorts of shady business is going on. Since the entry to “Hopetan” is nailed to a rock cliff, behind this surrounding natural wall there are huge industrial structures which contain fuel and other supplements . And that for they should show and define the landmark silhouette of that place.
Process
Again the process was quite simple. First I added a dummy prop to my Unity 3D scene to see how I would like to appear the shape and size of the backdrop geometry. One topic to consider was all so to keep forms simple enough so I don’t end up with some areas of the game become extremely detailed while others are not. There needs to be a certain common ground in sense of detail, for the environment stay believable while still having some flexibility on reusing stand in props. Again I created a highpoly and a lowpoly model, set up the UVs, baked all in Substance Painter and all so created the textures with it.
After final adjustments and collision meshes I added a few particle systems to emit smoke and fire as you would see on refineries to have some secondary motion in the scene. That’s all folks, here is how it looks inside Unity 5, hope you enjoy it. Stay tuned for more updates and thanks for accompanying me on this adventure.
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