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Mobile Modular Assets for a very complex convenience store scene in Unity

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Stu2Prof polycounter lvl 6
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 
 
 

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