Mobile RTS - Rustic buildings
Complete set of assets @ 256x256 and 128x128 to demonstrate texture scaleablity.

Complete set of assets @ 256x256 and 128x128 to demonstrate texture scaleablity.

256 closeup.

256 closeup.

128 closeup.

128 closeup.

No render plane and stock Unity lighting.

No render plane and stock Unity lighting.

Rear @256x256

Rear @256x256

Rear @128x128

Rear @128x128

3ds Max viewport capture in clay, note the under 1k polycount.

3ds Max viewport capture in clay, note the under 1k polycount.

Texture sheet with overlaid UV's. This is what I'd be spending my time on in Photoshop. Texture bleed was an issue at even lower resolutions so next time some more space between islands could be useful.

Texture sheet with overlaid UV's. This is what I'd be spending my time on in Photoshop. Texture bleed was an issue at even lower resolutions so next time some more space between islands could be useful.

Mobile RTS - Rustic buildings

After a good long while, I'm happy to say I've finally received permission to upload these here after my (unsucessful) bid for a position at a well known mobile group. The objective here was to create 3 buildings in a style of my choosing for a mobile RTS game, intended to crank out player controlled units.

These had to meet strict requirements such as fitting onto a maximum 256x256, diffuse only texture and less than 2k tri's. I stuck to both of these and had the bonus of recycling as many UV's and objects as possible, hence the level of detail I was able to achieve with "Pixel textures". I think these turned out great and even at lower resolutions, Unity's texture options allowed for crisp, hard edges even at the lower 128x128 res.

All screenshots captured from a Unity LWRP project with a post process stack for colouring, exposure and vignette.

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