Hi guys
I am about to start a 6 week project where I design an interior environment (1 room + hallway) for mobile in Unity. The scenario I have agreed with my tutor to create is a japanese convenience store crime scene(Images attached below) So it would be a packed busy convenience store with parts of the store smashed and covered in police tape. My concern at the moment is creating a workflow to create such a dense and complex environment in a short amount of time. There are a lot of graphics and objects likely to be in the scene. I have never studied modular design before either.
Could you guys recommend to me:
1) Some videos/tutorials/documentation on creating modular assets
2) Links on texturing workflows that involve creating a diverse amount of graphics
My primary interest with creating game assets is to create attractive, realistic textures and lighting. My main worry is that having such a complex scene is going to force me to limit the quality of my textures significantly.
My technical restraints are:
Polycount:
o 120,000 maximum
Texture budgets:
o Close up important objects: textures 1024*1024
o Far textures 512*512
o Alpha channel can be used for specular strength
o Format for textures: Targa
Light maps:
Maximum 2048*2048
2 UV channels, 1 for texture, 1 for lightmaps
Lights to be baked in Unity5 using new lighting system
Replies
http://polycount.com/discussion/comment/1443681#Comment_1443681