Some of the environments and assets that I've made, the bulk of which are optimized to run on lower end mobile devices. To optimize for mobile games these terrains are created with interlocking low resolution and high-resolution tiles. This usually requires some effort to conceal the seams. Processing the height map-based terrain through World Machine can increase the detail and further optimize for mobile platforms by creating normal maps to replace the high-resolution geometry aspect (essentially a baking process). Some of these I render using Vue for various purposes in the game.
Characters that needed to run on mobile devices with extremely limited memory and processing capabilities. Careful limitation of deformer per weight, tris, texture size, you name it.
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