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I made a bunch of new props for the living room and added textures to them. This room will eventually fill up with stuff that you are meant to play around with. Again I am going for a very traditional Mexican esthetic while trying to stay away from Spanish architecture, which is difficult because the Spaniards conquered the hell out of Aztecs.


Some new models/textures:

The carpet is actually the Aztec calendar, if you look closely. I cut out a square on the floor to place the carpet since I didn't want to produce more overdraw for VR. Fragment shader is more of an issue than the vertex shader.  Pixels > vertices.

Threw on some photos on the wall since there was a lot of space on the walls. There are still specific types of ornaments that I'd like to make but they may have interactivity and thus I did not make them yet. The painting on the left is actually a background image of Non Non Biyori. The third photo on the right is messed up because I couldn't think of something to fill it with. If you have any ideas, I'll gladly throw it in.

Cart [4.5k tris]. Anything with arcs or rounded corners usually eat up triangle count.

Open barrel [724 tris], closed barrel [572 tris].

Plant A [654 tris], again the in game shader is not shown. Blender is annoying to view with transparency. Pot [462 tris]

Swiss Cheese plant [1.7k tris], very tropical plant and good for indoor use due to low maintenance. And pretty. Clay pot [174 tris].

Plant B [458 tris], can't see it very well but when I get around to writing a shader for it, it will look much better. Small pot [174 tris].

Nopal cactus [3.6k, 1.5k, 5.4k], cactus are tricky because they require an enormous amount of triangles to make good looking spikes. They looked very good in Unreal Engine a year ago and I'm sure they will also look great in Unity. I made sure to make 3 variations so I can reuse them and place them in ways that does not look like I copy pasted them into positions.

Mini cactus [1.7k tris], another tricky one due to high poly spike count. The spikes are just 2 intersecting planes.

This image just highlights how I am baking ambient occlusion (the darkness) onto the textures. Not only does it raise the fidelity of light interaction, but it also gives it depth and is perfect for VR. Only downside is that all faces must not overlap when UV-unwrapped unless you make sure that the faces are identical.

I am actually in the process of porting these models over and slapping on shaders to them in Unity but I didn't finish in time for this blog entry. In the next couple days, I should finish porting them over and then start working on the front yard and porch. I've also hit 35 patrons. Thank you for your support! I enjoy working on this project.

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