Having grown up playing N64's "Rogue Squadron" I've always wanted to take a crack at creating some game-ready Star Wars fighter craft. Well, I've started doing it! This time I'm posting about the TIE Bomber that I made.
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The models were created for PBR use and 2 LOD's were created. LOD0 (High Detail) came out to 6549 poly and 12,562 tri, and includes modelled on surface details and a cavity for the cockpit (including a flat surface shell, for a cockpit to be added if I ever choose to add one). This version of course is meant to be used for up close shots, along with also serving as a "Hero" asset for if the asset is used for a Player asset (or similar importance). LOD1 (Optimized Lower Geometry) came out to 2442 poly and 4540 tri, incorporating baking down modelled on textures to select surfaces so that the modelled details can then be deleted, heavily reducing the amount of geometry used.
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Both assets utilize 2 primary materials: 1x Opaque and 1x Emissive, and LOD0 uses an additional Alpha material on the inside Cockpit Transparisteel screen for the purposes of having a Cockpit added or a cockpit-facing camera shot used. All materials pull from a single set of 1024x1024 PBR Textures. Texturing was accomplished by generating a Normal Map (TexTools Tangent Bevel Bake) and an AO map (TexTools) and then the PBR Texture Set was created by using the Blender addon "PBR Painter" by ByteBrush and texture sets from Ambient CG with photo editing to adjust colors. Texture sets are also run through the Caesium Image Compressor to heavily optimize texture file sizes for performance with little detail loss.
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I created this asset as an exercise and isn't meant for production use. I do not claim to own the rights to the design of the TIE Bomber, I just created this asset as an exercise and for fun, not for distribution!