Shadeless Materials
2 diffuse textures used (2k for building, 4k for ground plane), simple shader requirements = ideal for realtime mobile/VR applications
Tricounts: Scene: 37,039 Building: 14,222 Terrain: 22,817
High and low poly models were created in Blender. The building was generated using the ‘BoolTool’ addon in combination with Bevel modifiers. The terrain was made using a custom terrain modeling rig that I built, and then detailed using procedural noise displacement maps. Textures were initially baked within Substance Designer from the high poly meshes, and then detailed using a PBR texturing workflow within Substance Painter. Lighting and textures were then baked using Blender’s Cycles raytracer using an HDRI environment map to light the scene.
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