One of my first tasks was to create multiple different piles of treasure that could be combined and placed around the environment. They needed to be highly optimized since it will be running real-time.
Below are some of the examples of my pipeline.
1. started by making a basic coin shape
2. Created stacks of coins of different sizes
2. created a MASH network with red and blue colored coins
3. dynamically dropped coins around placed stacks.
4. Created low poly version of the stacks and uved those together. Baked the stacks separately to be able to reuse them in all the piles going foreword without having to texture them again.
4. ncloth simulation of a high poly plane to wrap the coin piles.
5. reduced poly count of ncloth sim and created uvs for low poly version
6. baked and textured in substance painter (having to go back and forth a little to get rid of bothersome coins)
7. texturing involved hand placing each face of each coin. The large piles took some time.
8. assets pulled into unreal and individual coins turned into foliage assets and painted onto the large stacks int he foreground to add to the silhouettes.
The second task was to research old types of elevators, get the basic understand of how they worked, and design an elevator mechanism for the first part of the ride.
Final design
reference
Maya
substance painter
NExt, was the scoreboard which would show all of the players points at the end of the game.
Final design
Created barnacle foliage to be able to paint onto the scoreboard and seaweed material to add on after the initial placement.
Scene layout and curtain creation
created layout of environment for final scene and added in curtain to create a better composition.