The Pier
Mobile Project - Maya, Photoshop
Low Poly/Texture environment designed for Mobile/Web Apps
![PR_Boatside.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188809629-L6O04Q4FLV6CRVWRNALL/PR_Boatside.jpg)
![PR_Boatside_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188809640-XW58LI102I1D7OUULLU9/PR_Boatside_W.jpg)
![PR_Crane.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188809918-NOHGT8T40DPV818RPRS6/PR_Crane.jpg)
![PR_Crane_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188809913-XA9IVVDW4ZLLAU643WU0/PR_Crane_W.jpg)
![PR_whFront.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810868-W28SKBOF0HYXB0022L6F/PR_whFront.jpg)
![PR_whFront_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810853-LTA29F96F97X4MIB2ETG/PR_whFront_W.jpg)
![PR_whDoor.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810403-LT6ULA5GO6FSI8XIV594/PR_whDoor.jpg)
![PR_whDoor_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810477-ICR968IL137724XWL8B1/PR_whDoor_W.jpg)
![PR_whBack.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810159-LJECHW1LHX24385630FY/PR_whBack.jpg)
![PR_whBack_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810285-8ZAWCJG2V6Q8MXVP36OR/PR_whBack_W.jpg)
![PR_whEnd.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810623-JVNHBAOFWJOOIWQ5ZS2Q/PR_whEnd.jpg)
![PR_whEnd_W.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810664-AJFXY7HQY4TM5ULEE6EL/PR_whEnd_W.jpg)
![PR_textures.jpg](https://images.squarespace-cdn.com/content/v1/528d50f8e4b046d0c5193992/1386188810095-491I0XVC9P684ZHF9H7A/PR_textures.jpg)
This was a 'for mobile games' project that I wanted to keep very low polygon, low texture count. I also wanted to make it like a level and not just a dinky little one shot render.
The entire scene is under 3660 triangles. I have mirrored some objects vertically and applied a spotted transparency map on the ground to fake reflection. A lot of sharing/tileing UV space was planned out to save on polygons.
There is NO LIGHTING in any of these renders; flat shading on all meshes, diffuse textures and lightmaps for detail. I painted in extra detail onto the 10 lightmaps, like random dirt spots and bumps/gouges, to break up the tileing and some stains and 'graffiti' details to add some character.
All together the 20 TGA textures used clock in at just 7 megabytes. The maximum texture size used is 512x512 pixels; a lot of objects use 256x1024 maps to allow for greater vertical tiling area. I tried to use as much texture sharing as possible and designed this level/models/textures so that no objects have multiple textures assigned to them, which should save on draw calls.