as a hobby and a professional practice in low-poly modelling i have been making a sci-fi survival game in unity game engine.  As my computer is not adapted for gaming - i had to sacrifice the graphics and stick with very low polygon count and graphics settings. I tried to keep polygon count under 1000 for a big tree.

to create this project, I have applied the following techniques:
- creating high polygon game assets in z-brush
- high to low poly process with several different methods
- uv-maping
- importing models and textures to unity 
- sound editing process
- texturing game objects with substance designer

- creating procedural textures in substance designer 
- rigging characters
- basic animation using CAt 
- animating characters in unity 
- Visual scripting and scripting in C# (enough to do character movement and basic survival mechanics) 
- using and adapting external plugins for unity
- navmesh based simple ai system

Adiitionally, I have acquired new skills, as:

- basics in shader graph creation  
- particle system creation
- vegetation creation workflow (Both - manual and speedtree). Starting from custom leaves and bark textures, editing to seamless, using photoshop to create texture maps, to finishing with shaders in unity's HDRP to get the wind working.

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