3d machine model
As the senior artist on Coin Dozer Adventures, I was responsible for setting the quality standards and model specs for the in-game machines. I knew the intent was to have dozens, and after a few years possibly hundreds, of machines. In an effort to keep machine modeling time and costs down (for both internal and outsource artists) I tested and developed this method to have part of the machine model be mapped to a 2d plane behind a 3d model which meant we could use the concept directly in part of the texture, ensuring it looked nearly identical. I knew the camera position would be locked in place and the scene would be unlit, which would allow us to pull off this optical illusion in game. I also did texture map resolution tests to see the minimum size we could get away with before we started to lose too much texture fidelity.
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