Looking for some custom game-assets? Rosbergen Designs has got you covered from modelling up to a game-ready asset. We can easily jump into each step of the pipeline to assist you where needed.

Art direction

Before the project can start, the scope should be defined. With the art direction, a mood board will be created that defines the intended style, references of the object and preferably some real world dimensions.

Modelling

The first step in creating the game-asset is creating the geometry of the model itself. Starting with primitive shapes (cubes, cylinders, spheres etc.) the basic forms of the object can be created. With the primitives in place, details can be gradually added until the desired shape is formed.

Retopology / UV-unwrapping

When very detailed models are made, these objects have a lot of geometry. When objects have a lot of geometry, they become very slow to render in game engines. So to increase the performance, the geometry should be optimized in geometry usage (retopology) and the necessary details and slight depths can be faked with texturing.

Before texturing can take place, the model should be divided into UV-islands with seams. This process is called UV-unwrapping, which enables the 2D-texture to wrap around the 3D-model as you would wrap a present.

Texturing

With texturing, the details removed with retopology will be added once again and the story of the object is going to be told. Each different material is going to be defined and imperfections will be added to create a real feel to the object. Examples of imperfections being: dust, scratches, roughness variations etc.

Game-engine preparation

To finalize the game-asset, it should be optimized for the intended game engine. This is where Level Of Details (LOD's) are created, models will be divided for kit-bashing and/or the gray texture maps are combined in an RGB texture map. All that remains afterward is exporting the model in the right format.