[ame="
http://www.youtube.com/watch?v=sKXeiCHi7Go"]Hand Held Game Environment - YouTube[/ame]
A university module required a scene compiled of 15 assets, at under 50000 triangles in total, in the theme of "destroyer".
The video link above shows my work so far.
It ran at 30-40 fps on an iPhone device when the draw calls were at 150-200 and has since been optimized to run at 30-40 draw calls, with a max of 150. I imagine the iPhone testing tomorrow will show a much better frame rate due to the changes made.
I would like to improve the scene further, any feedback or thoughts would be greatly appreciated!
Replies
Awesome atmosphere!
As for the ocean shader, i had trouble collapsing the basic water shader from UDK into a mobile material, some tutorials must be out there for water materials in UDK and, if animated as well, would definitely improve the scene, thankyou both for the feedback.
Wooden Set:
The following assets were created from one high poly wooden beam projected onto a low poly mesh, and arranged into a modular set.
These were all selected at the end of the work flow, combined to share the material and draw call in engine, and a light map was created to encompass all the wooden assets.
The same technique was used with the following stone set:
This counted as 2 assets overall (out of 15 for the project)
Other assets include 3 parts for the modular creation of these buildings:
One ship, which was then "destroyed" into several meshes:
and the remaining selection of assets below that helped create the atmosphere of a "medieval harbour scene witnessing destruction"
a problem was found with the udk mobile opacity layer, using a second texture as an opacity map has not flattened correctly, and works in the viewport, but not in the previewer, an alpha map works however and will be updated along with a new water material.
All critique welcome
yourself
One advice I'd give is to paint some fake AO using vertex colors, this is a great and cheap way to add a little depth to your models. Check out the examples in this page, their model even look a bit like yours :P http://freesdk.crydev.net/display/SDKDOC3/Asset+Guidelines#AssetGuidelines-TexturingandUVWs
Another thing I'm missing is the use of trim textures. You should use them to break up the lines a bit, specially on the tower's roof. You could also try to break its silhouette a bit because right now it looks like just a primitive cone. Add some segments and make the silhouette a bit uneven, just like this:
As for the rocks, you could improve them a lot by using a texture with large scale shapes instead of the small scale noise that you have now. That usually works much better for rocks.
You should also pay attention to consistency between your texture scales. I can see that you used the same stone wall texture everywhere, with different scales, and that looks very weird. Same with the roof on this asset > http://i158.photobucket.com/albums/t105/rf_/Highres_Screenshot_00014.jpg each roof has a different texture scale.
Hope that helps and keep up the good work
The module has given me a new found interest in modular design, especially after finding your theory behind its use in environments, and the zest corporation work.
When im done with other projects though ill be focusing on using the crits and advice to improve the scene, or begin another and use the things ive learnt whilst making this.
Thanks again Thiago.