Tower Defense Micro-Scene

 Tower Micro-Scene

Guarded Treasure

By Kade Chambers


    For this scene, I really drew from Legend of Zelda: The Windwaker for inspiration. First, I collected reference for my scene to use during the modelling process. I wanted to keep my scene on the edge of toon-like, and to do this I kept my models rounded and distinguished the rounded edges. These assets can be used in a mobile game environment as Tower Defense modules. They may also be used to populate a scene that is looking to place easily snappable tower assets, or the additional props.




    I first modelled my low poly assets, and then moved to complete the UV process. Once I felt that I had sufficiently UV'ed my assets and that they were below the tri-count limit, I moved to making the higher poly versions of my models.


    After I went through and completed my higher poly models, I needed to go back through my UV's and make sure that they were taking the same space as the low poly UVs. By keeping most of my additional poly changes focused on adding detail onto the lower end models, I was able to squeeze a lot more tris into my model without messing with the UVs.



    Once I had my models finished in Maya, I quickly made an ID map and exported over to Adobe Substance 3D Painter. The clear lambert colors that were assigned during the creation of my ID map made texturing go very quickly. I also baked in the ambient occulusion map to save file space and remove the need to make one for Unity URP.

    After my texturing process was complete, I moved on over to Unity to set up my LOD objects and to start building a texture floor. Once I had downloaded a free asset package on the Unity Store, I was able to move through this step quickly. I then set up my lights and set up my camera shots.



    I did not run into any major issues with this project. I had a really enjoyable time messing around in Unity and learning about LOD's. I am very excited to add this skill to my collection, and look forward to doing more with asset production.




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