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Art Test for Axes in Motion - Android & iOS Game (Unity)

This is my entry for the art test I was required after my application to Axes in Motion. They gave me permission to use this scene as portfolio.
For this one, they set different technical and artistic goals I had to take into account (only diffuse map, tris limit, only static lighting...), since this enviro was meant to be a functional vehicle display scene for their mobile game, so I had to be very careful to keep as few batch calls as possible.
First of all, I started taking measures on the concept art they provided to keep realistic proportions among all the diferent assets. Then I started modelling the modular pieces I needed for the walls, ground, ceilling and beams. I had to repect a limit amount of tris so I synthesized the shapes as much as I could. I grouped diferent props in UV sheets depending on their size and started handpainting their textures in Photoshop. I also created one UV sheet for trim textures and decals. After that, I imported all the assets into Unity and started building the scene onto the whitebox I had previously created with all the exact measurements. I decided to set the assets as Batching Static so they would be called in groups and not in one call for each object. For the shaders, since I could only use the Diffuse Map, I chose Mobile Diffuse for most of the objects and Mobile Unlit and Mobile Particles Alpha Blended as an exception for the "emissive look" of the windows and decals respectively. Most of the textures were set to 256.
I added one soft baked directional light with smoothed shadows (so they weren't too distracting to the eye), diferent baked point and spot lights for atmosphere and to separate the background from the foreground where the cars would appear. The halo option was activated in some of the lights to simulate light dispersion (but much cheaper in terms of performance). Eventually, after some research I activated Dynamic Batching since I had a few small props in the scene and this would allow me to save some draw calls. Finally, I adjusted the Lightmap resolution so it fitted in one texture sheet as required, which resulted in some expected light artifacts which I tried to minimize tweaking the light settings. During all this process I constantly baked the lighting with very low settings to properly preview the scene before the final bake. The resulting batch calls count for the whole scene was 29.