The next step of my role as environmental modeler for Red Ember Games was to create the smaller objects for our game Haven. The small objects consist of Grass/Brush, Rocks and Fruit. Although these features are small in appearance, adding them to any scene gives a great deal of character.
Grass/Brush
The game Haven is populated with different variations of grass and brush. These features are randomly spread out around the island. Together with the large vegetation of Haven, the game has a beautiful environment.
Here are some images of the islands vegetation:
As you can see from the images above, the grass alongside the larger vegetation gives the island of Haven real character. Also you can see the approachable characteristics of Poly Art Style. Some scenes using the Poly Art Style use both Realism and Poly Art Style to complete the scene. In Haven, the island is complete with Poly Art Style including the smaller vegetation.
Creating the Brush/Grass
As Haven uses Poly Art Style, we have the advantage of having a low poly count for our objects. Although the polygon count can rise with the amount of detail being added. When modeling the grass/brush it was important to keep the poly count down and not get carried away adding detail as these objects are going to be heavily used around the island. It is important that our assets keep a low poly count due to Haven using
the Oculus Rift. The Oculus Rift is a Virtual Reality headset. The
headset looks similar to a goggle. Using the Oculus in our game we
render the scene twice. Once through the Oculus device and another on the computer, which will view the rendered scene of the Oculus.
When modeling the objects, the first approach was unsuccessful.
This was due to the normals not being visible on one side. This was achieved by using a plane object to create the desired models. There where two options to resolve this:
Shell Modifier
Using the Shell Modifier, i could add normals to the object as it creates another layer on top of the model. This was not the approach i wanted to take as the Shell Modifier would put the poly count up more than it needed to be and there are also some undesired shadows effects in Unity using the Shell Modifier.
Do it Again
The only other way was to do it again using cubes instead of planes. This was the approach used in the game. Keeping the Poly count down was easy, when creating the cubes the segments where kept low and the desired shape of the objects where created using a minimum amount of segments. There were normally 3 height segments per grass blade. Here are the finished renders:
There were also some unsuccessful creation when developing the objects. These models where created when trying to get the desired shape when using this art style. The first image was trying to achieve a large brush. The poly count was too high and very static so it was therefore unused. The second and third images i tried to keep as simple as possible using cubes. They did not look right and where therefore unused.
Rocks
Rocks where added to add character to the island. These objects where very easy to make with the art style. It was a simple means of creating a cube and modifying it to look like a rock. If i was creating a realistic rock it would be much more difficult to add the curvature and deformations to make the rock look as natural as possible but with this art style it was a matter of giving a distinguishable box like appearance.
Here are the final renders:
Fruit
In Haven, one of the game mechanics is too feed a creature to gain its trust. Therefore we needed something to feed them. And what else would you find on a tropical island? none other than fruit. the fruit created were Apples, Bananas, a Berry Tree and a Pineapple.
Creating the Fruit
To create the fruit was a simple means of following a design which i drew. The shaped where standard 3dsMax shapes such as spheres and cylinders. To create the spheres, the segments were decreased to 5-8 to give the Poly Art Styles theme and then adding stems to the fruit.
Here are the final renders of these models: