20121121

Style Development ( Assets )

These models were made using really simple low poly meshes, but giving the branches more definition with individual leaves through the textures alpha channel, this allows me to maintain the lowest possible poly count of the object. This method has proved to be a much better method of defining the leaves than physically modelling them individually.
The flowers below work off the same process, and hopefully by using the same asset multiple times it will allow the game engine to make less draw-calls (same mesh). Each leaf is around 20 triangles.

Below was a test of a variety of low-poly models (ignoring the palm trees trunks) to see how they worked together. Clearly it all needs a LOT of work!
 
 
This is a concept for the cloud system within the game. By rendering them flat on planes (that are too high up to see if they are actually 3D) helps with optimisation, and also gives me the opportunity to include them within a Particle System. Within the Particle System I can set parameters which will give each cloud its own behaviour, and act as if they are really being moved by wind (different directions, speed, colour, alpha, life span, size etc.)