Coin Dozer Adventures Machine R&D
Side by side comparison of concept versus in-game 3d model

Side by side comparison of concept versus in-game 3d model

3d machine model

Texture map resolution tests

Texture map resolution tests

Coin Dozer Adventures Machine R&D

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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