Capitan America inspired monster truck, mobile game asset material breakdown.

in #3d6 years ago

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Hello Steemit community!

Today I wanted to share with you a material breakdown of Capitan America inspired monster truck.
First, let's take a look at geometry:

Right click -> show image then you can enlarge.

lod0.PNG
It is quite high, considering it is meant to be running on mobile phones and usually there will be two cars racing (yours and AI controlled one). Player controlled car have LOD 0 meaning it has more detailed (more geometry) car because it is closer to the camera, AI controlled one have LOD 1 meaning it has less geometry which is logical, because it is further from the camera and you could not see the detail anyway.

As for materials, we only have:

AO for main body:
ao.PNG

Reason for only AO, is that you can chose the colour in-game, so the model itself could not have any colour information.

Next is the plastics part - you can see the pictures below:

Right click -> show image then you can enlarge.

screenshot000.png
screenshot001.png

It has Diffuse, Normal and Specular - all maps are 2048x2048:

Right click -> show image then you can enlarge.

Mate16.png
Normal_16.PNG
Mate16_S.PNG

Next part are windows:

123.png

They have separate shader for it, so they are texture-less, in game-engine Windows will have simple colour with low opacity.

Next part are Tires:
1234.png
They have standard pack of textures meaning:
Diffuse,Normal, Specular - all texture sizes are 1024x1024.

Right click -> show image then you can enlarge.

Wheel_01.PNG
Wheel_02.PNG
Wheel_03.PNG

Final render:

Hope you enjoyed this presentation, if you want more feel free to comment and suggest what I should cover next.

Previous post - Mobile game renders, Capitan America inspired monster truck.

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Working on saturday :)

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Martin I'm thinking to start selling assets in the Unity store.
What is your experience, do you recommend it, or maybe you have to recommend something else? Thanks.

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