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SEEDWORLD / Enviorment WIP

In this Seedworld example (everything is a WIP), I have created several modular parts, which I then used to construct this massive asset based on a concept by Paolina Sie.

The challenge was that the concept of the Seedworld game was based on construction which meant that players could see the assets at very close range and twirl them in all directions, accordingly, Texel Density had to be close to 2.56px/cm, but given the huge size of these type of structure, this would have been a disaster in terms of texture size, unique materials and draw calls accordingly. So, I tried to make individual large modular pieces that are made up of micro-modular pieces, which in turn use unique textures. This way we get a final bridge asset that is as close to the concept as possible, consisting of micro-parts that use unique textures, which allows us to do quality texture work (on screenshots placeholder material just to check the overall look) for each micro-part and achieve excellent visuals even at close range. Fuf.

Subsequently, using this approach, I would have had to add additional meshes with stylized mud to hide some of the intersections between the micro-modular parts, as well as vines, moss, and foliage. I think the result would have been amazing and pretty much optimized.