3D Assets
I am taking the main responsibility of the modeling, texturing of 3D assets/objects.
Our project is created in a low-poly way and there’re basically three types of assets in the world, which are set objects,artifacts, and combination (spawned collection objects). A part of assets that are based on simple geometries, which are easy to create, such as the swimming pool and the beach ball. The object that I created includes the guitar, the beach chair, the glass, the wire, the wire fence, the plastic box, and etc.
Some of the asset requires to design and organize different elements as a whole, specially those spawned collections. For example, the shipwreck and the bonfire. Before I created these objects, I will create some rush 2D sketches. I need to model all elements individually first, then combine them together as a whole. During this process, I watched tutorials for creating some special assets, like the way to model a wire, which gives me new tricks of 3D molding.
Effects/VFX
I created a bonfire effect in Unity based on the bonfire model I created.
For the fire effect, I created it by using the particle system in Unity. I used Photoshop to draw a black & white pattern (the effect "cloud" in Photoshop is used) as the texture of the particle and changes its data to receive a greatest vision for the model. I also added some tiny little ashes flying around the fire, which is also a particle system. In order to make it realistic, I added a point light focusing on the center of the fire/the wood. The light can be seen reflected on the stone and the environment/surroundings around it.
It's my first time to create a transparent texture for objects in Unity, so there was few problem I met during this process. At the beginning, I uploaded a black&white Targa file as the texture of the fire. However, Unity cannot regonize it as a transparent image.
Shader
I created a water shader for the sea in our object.
I switch to URP (Universal Render Pipeline) in Unity and created a 3D object plane. Based on that plane, I added a PBR Graph from shader on it. I created an metarial and drop it to the shader. Within the shader, I created different Nodes and Vectors for the color, pattern, speed, and movement of the shader. The difference of data creates completely different result of how the plane looks like. I spent time to play with it and try to get the greatest reasult.