Level “Soneria” Boss Building Renderings

This week I have been working on the modeling and texturing of a building/ship that will be used for the Boss area of the Soneria level in my Super Space Trooper video game.

I’m beginning to get a better handle on Unity’s shaders – in particular the Self-Illuminating Bumped Specular shader.  Here are some renderings of the model within Unity.

Click on any of the images below for a larger version.

The model is complete and I have begun working on the bumpmapping of the model.

The model is complete and I have begun working on the bumpmapping of the model.

A close up of the operations area of the building/ship.  There will be windows in this section.

A close up of the operations area of the building/ship. There will be windows in this section.

Soneria Boss

Soneria Boss

Soneria Boss

The texturing, gloss and self-illumation have been added to the model.  You can see the glowing windows now and the "dirtied-up" look of the hull.

The texturing, gloss and self-illumation have been added to the model. You can see the glowing windows now and the “dirtied-up” look of the hull.

The bottom of the building is starting to look pretty decent.

The bottom of the building is starting to look pretty decent.

The boss building from above.  The details of the building are clearly visible from this angle.

The boss building from above. The details of the building are clearly visible from this angle.

The building in a bit of context.  There will be buildings surrounding the open circle once the level is done.

The building in a bit of context. There will be buildings surrounding the open circle once the level is done.

A station bay entrance can be seen towards the left in this rendering.

A station bay entrance can be seen towards the left in this rendering.

 

Posted in Video Game Development

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