As well as the models created by the team environment artist, both the GUI artist and game designer had to make some models to populate the level more. These were all unwrapped, and had a material texture.
Office desk.
Ticket booth.
Key.
Office chair.
Wooden door.
Rope puzzle.
Level entrance.
The game design has credit for all these models, the environment had not finished all the rooms in time so the game designer finished the whole level. As we could not use normal maps, he modeled the floor boards in a few rooms, the poly limit allowed us to do this, and it helps break up the lighting.
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