The Pier

 Mobile Project - Maya, Photoshop 

Low Poly/Texture environment designed for Mobile/Web Apps

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.