Friday, March 5, 2021

Labyrinth Sprint 4 Contributions

 

Moving forward with the Bog of Eternal Stench I created a game res topology for the tree asset I created last sprint. 



I lowered the poly count to under 7k to reduce performance issues as the trees are duplicated throughout the scene.

I also created the sign asset, 
the bridge proxy (an asset intended as a background piece, not to be interacted with), and some additional branches to hang around the scene to match the visuals of the film.

I put proxy materials on these assets in engine. I intend to build some stylized smart materials to apply to the trees and moss assets and also try to make some stylized ground. I would like to push my bride proxy and try to match the one in the concept image.

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