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.
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:
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.
It has Diffuse, Normal and Specular - all maps are 2048x2048:
Right click -> show image then you can enlarge.
Next part are windows:
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:
They have standard pack of textures meaning:
Diffuse,Normal, Specular - all texture sizes are 1024x1024.
Right click -> show image then you can enlarge.
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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