This was the benchmark asset which I created for the skyscraper buildings in Surfer’s Paradise.
Although the asset uses design cues based on the real-world Soul Building in fact it is a significant redesign.
The skyscrapers were constructed in two sections, each having a feature and lightmap texture, and both sharing a number of tiling and decal textures used in other buildings in the area.
Many of the skyscrapers in Surfers use curved surfaces, so obviously the game versions were given the polygon budget to cope with that.
The brief for the Surfer’s Paradise environment was to be bright and clean. Wear and tear was added via decals but was deliberately low-key.
Subtle variation to texture and shading of the whole building was introduced via a tint map.
I created the UV layout and the emissive texture elements, then handed the assets to Jamie Wood, Playground’s excellent lighting artist, for the lightmap creation.
Most of the floors in the top section use a repeating two-floor chunk of texture for the lightmap and normal map.
This kept the resolution as high as possible while preserving space for the unique elements.
The lower section of the building LODed broadly in line with other large buildings in the area whilst the upper section was visible from the other side of the world map so needed a different LOD setup.
The upper section also retained emissive and gloss maps right down the LOD chain.