Yass original Creation
For realistic materials, Any UnityAssetVamifier plugin is highly recommended.
Developer's Notes
To create a large number of seaside structures, I implemented polygon optimization and LODs, as is standard practice. However, due to the unexpectedly large size of individual objects, the benefits gained from LODs weren't as significant as anticipated. The polygons weren't complex enough to truly warrant extensive LOD work. Nevertheless, it performs well in-game, and the textures and UVs are stacked and arranged reasonably well. I believe a file size of around 6MB is quite acceptable.
The materials were created using Substance Painter. For the base mesh, I recommend starting with the "Regular Solid" from Blender's Math Function. While it might not look like much, creating a symmetrical tetrahedral structure can be surprisingly challenging.
For the clustered tetrapods, I developed new tools for Unity 2018: a Rigidbody script, an editor script for automatic instance generation, and a C# script for batch LOD modification. These will be backed up as useful Unity tools on my Patreon page.
Initially, the instances created with Rigidbodies are not in a physically overlapping state. However, to increase density, the set was duplicated and doubled, so you might see some areas where tetrapods intersect. I appreciate your understanding on this point. The mass-placed cluster generally performs without significant performance degradation. If collisions are needed, individual tetrapods can be added and used, for example, as platforms.
For more specific details regarding the creation process of this asset, please leave a comment. I hope this provides a sufficient explanation for those who wish to create similar assets and for those who might be curious about whether this was genuinely created by me.
Thank you for reading.
For realistic materials, Any UnityAssetVamifier plugin is highly recommended.
Developer's Notes
To create a large number of seaside structures, I implemented polygon optimization and LODs, as is standard practice. However, due to the unexpectedly large size of individual objects, the benefits gained from LODs weren't as significant as anticipated. The polygons weren't complex enough to truly warrant extensive LOD work. Nevertheless, it performs well in-game, and the textures and UVs are stacked and arranged reasonably well. I believe a file size of around 6MB is quite acceptable.
The materials were created using Substance Painter. For the base mesh, I recommend starting with the "Regular Solid" from Blender's Math Function. While it might not look like much, creating a symmetrical tetrahedral structure can be surprisingly challenging.
For the clustered tetrapods, I developed new tools for Unity 2018: a Rigidbody script, an editor script for automatic instance generation, and a C# script for batch LOD modification. These will be backed up as useful Unity tools on my Patreon page.
Initially, the instances created with Rigidbodies are not in a physically overlapping state. However, to increase density, the set was duplicated and doubled, so you might see some areas where tetrapods intersect. I appreciate your understanding on this point. The mass-placed cluster generally performs without significant performance degradation. If collisions are needed, individual tetrapods can be added and used, for example, as platforms.
For more specific details regarding the creation process of this asset, please leave a comment. I hope this provides a sufficient explanation for those who wish to create similar assets and for those who might be curious about whether this was genuinely created by me.
Thank you for reading.
