:: character pov test
:: blocking in first mech character
It has to be super low poly to run well on mobile
:: redesigned environment with lighting pass
making more out of solid geometry because alpha and transparent FX are too costly on mobile devices (concept rendered out of C4D)
:: Refined environment, cleaned up object placement and switched to cylinder shell instead of dome
screencap from Unity
:: another angle
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Thanks for looking I'm going to be updating as I make more progress!
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Yeah . . . I'm sad the hardware can't keep up with the holographic designs yet! Maybe next year's phones
One of the reasons I changed up the dome environment was it didn't 'feel' very good in VR . . . basically the top of the dome was too far away to look good in 3d VR viewing. By lowering the ceiling and changing the shell to a cylinder, I could keep the environment clear for the gameplay and move the geometric details closer to the player... It's a bit of a trade off but trust me, it looks awesome in VR.
I may try bringing some of the cooler elements back in from the first draft though.
For gameplay: I needed to keep the area around the player clear as well, and if I bring the ceiling of the dome lower, the walls start eroding valuable real-estate for gameplay.
Here's with the triangular texture added back in: I'm kind of digging it . . . so it may go back in
:: Adjusted materials and built in wall panels
I also did a rough block-in of the enemy drone
I'll post a video once the team is ready to show it off
Now the panels lower straight down into the floor. This clears up more space for the gameplay than the previous version
here's some shots of the latest: