This package is created with the focus of best visual experience at very good performance load, by using effective LOD-management and physical collider meshes. For best compromise between LOD-using and drawcalls the harbor is split into 32 submodels. Please do not pay too much attention to the very big harbor base surface and maybe possible visible material tilings. The harbor needs to be filled with content (please see example picture).
[PBR] = Physical Based Rendering [LODs] = Model contains LODs and Physical proxy (collider) meshes
Fileformats: (The *.rar with the native fileformat 'Maya' contains the textures)
- Native Maya 2016 *.MB - Native Maya 2016 ASCII *.MA (*.MA can be opened in many versions of Autodesk Maya) - Autodesk FBX 2011.3 - Autodesk FBX 2013.3 - Autodesk FBX 2016.1.2 - DAE Collada - DXF - OBJ
This package contains:
- Harbor, consists of 3 landing stages, 1 shipyard slipway, 2 platforms, crenellated wall at one side - 7 PBR materials in 4096 x 4096, consists of diffuse-, normal-, specular- & occlusionmap per material (TIFF) - 1 PBR material in 2048 x 2048, consists of diffuse-, normal-, specular- & occlusionmap per material (TIFF)
General: - Size of the harbor (overall size): height 35m x width 320m x length 380m -> The height is set large in reason of ideal placement to the terrain - Size of the basin (3 ships fits in): height 35m x width 130m x length 235m - Size of landing stage 1: width 2,24m x length 140m - Size of landing stage 2: width 2,24m x length 103m - Size of landing stage 3: width 2,24m x length 128m
- Every submodel contains a physical collider mesh, called 'proxy' in hierarchy
- Almost every of the 32 submodels have its own LOD(-s)
LOD 0: 166.156 tris (rendermesh)
LOD 1: 81.020 tris (= polycount at LOD 1 distance, some simple submodels who doesnt have LOD 1 stay ever in LOD 0)
LOD 2: 64.775 tris (= polycount at LOD 2 distance, some simple submodels who doesnt have LOD 1 and / or LOD 2 stay ever in LOD 0 or LOD 1)
Proxy: 35.245 tris (physical collider mesh)
Thank you very much for using my assets!
When you are entering a game and the environment and story gives you the feeling that you are inside it, then the developers have done the right job.