Broken pipes: The broken pipes are going to be made up from a cylinder first and then by selecting some of the faces and extruding out. The rest of the faces are to be extruded down, this would help start the effect that the pipe has been broken off from the other side of it. Sides of the pipe would be extruded out to allow for cogs to go on the side of extra pieces of pipe.
Steampunk blimp: The steampunk blimp would be fairly easy to create as most of the blimp’s design can be done through textures as the blimp would be up in the sky so it wouldn’t be close to the shot. Plus most of the blimp’s main parts would be covered with particle effects.
The water: The water would be done through using a shader in Unity. This shader would apply a 3D effect to the water and it allows for dynamic waves. The base of the shader would be applied to a basic material which then would be applied to a cube. The cube size depends on the size of the scene.
The clouds: The clouds for the scene would be modeled like how I modeled beanbags by using the cloth physics in Maya to create the uneven shapes. I attempted this and later realized that it didn’t really work and would’ve been easier if I created the clouds by getting a sphere and then adding 50 by 50 subdivisions and then using the Maya sculpting tools such as foamy to then sculpt out the shape of the clouds.
Palm trees: The palm trees would first be designed from a cylinder and then with 3 large cubes and one smaller at the top of the cylinder. The rest of the work would be done in either Maya or Mudbox by sculpting the shape of the leaves and the details on the tree trunk. A fair bit of the design can be done through textures though to save the poly count.
The pier: The design of the pier would be like a basic wooden pier that’s quite small and just goes out into the water enough for a small sail boat to fit, it would be modeled from all cubes and most of the details would be done through textures and noise maps to save the poly count.
The steampunk lamp posts: The first ideas for designing and creating the lamp post is that it’s made from 4 different sized cubes however it would be better if the post part was made from a cylinder as well as using a cylinder for the base of the lamp post. This would give the lamp post more of a dynamic feel to it. the lamp post would also have spots where cogs would be connected to it.
The sand bank: The terrain would be made in unity using the terrain sculpting tools as it allows for grass textures along side as sand, so all that would have to do be done is adding a wet/damp effect to the sand.
Cogs: The cogs would be first made from a basic cylinder and then would have 8 edges to allow for some of the faces to be extruded out and then the faces that have been extruded out would have the sides beveled.
Overall: Most of the asset’s detail would be done through either textures and noise maps. Or the assets final product would be decimated so it contains hardly any polys. This would make the performance in Unity as well as in vr a lot smoother and would make the user have more of a pleasant experience. Because if they were left to see the scene with only 15-20 FPS then their view of the particle effects would be very jumpy and it wouldn’t be very enjoyable however if the scene was reduced so that it allowed for the user to have 40-60 FPS then the experience would be enjoyable and they’d be able to see the scene at full capacity. What would also be a benefit if all assets were kept to low poly and didn’t have a big file size then the user wouldn’t have to download so much information when loading into the scene. If the scene also had some of the assets share the same material then it would also reduce the size of the scene as there wouldn’t be multiple different types of materials needed to be downloaded so in order to keep the scene as optimized as possible, most of the same types of assets can share the same material and a lot of the assets can be decimated so there isn’t as many polys in them.