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Towers and Fortress Modular Kit

These are modular kits inspired by Roman legion fortresses. They are designed to easily build out a Roman military environment in tower defence game in development called Interimperium. Steam page is https://store.steampowered.com/app/3454040/InterImperium/

Example of map build

Example of map build

This modular kit of wooden walls, watch tower, and gates builds the perimeters of the map easily and effectively. Spline meshes with harmonized textures create a unified look when building out the fortress map.

This modular kit of wooden walls, watch tower, and gates builds the perimeters of the map easily and effectively. Spline meshes with harmonized textures create a unified look when building out the fortress map.

Turnaround of the modular kit.

This stone tower is used in the game to place the projectile weapons on for extra upgrade. Due to the large size of the asset, 2 different texture sets (1 tillable, 1 trim sheet made in Designer) was used to minimize texture stretching.

This stone tower is used in the game to place the projectile weapons on for extra upgrade. Due to the large size of the asset, 2 different texture sets (1 tillable, 1 trim sheet made in Designer) was used to minimize texture stretching.

One texture set is tillable for the wooden floor, and the other set is a trim sheet of large cylinder wood, small cylinder wood, large planks, small planks pieces. The gate, tower, and fence wall also uses the same trim sheet.

One texture set is tillable for the wooden floor, and the other set is a trim sheet of large cylinder wood, small cylinder wood, large planks, small planks pieces. The gate, tower, and fence wall also uses the same trim sheet.

The watch tower mostly uses the same model elements from the wooden gate, just arranged differently. The main difference is the size of the floors of the tower. Using same textures with many wood assets optimizes texture amount.

The watch tower mostly uses the same model elements from the wooden gate, just arranged differently. The main difference is the size of the floors of the tower. Using same textures with many wood assets optimizes texture amount.

The fence is 8m in length. Using the spline blueprint, building out different levels of various sizes become much easier. Also using the same texture for better performance and harmony of assets.

The fence is 8m in length. Using the spline blueprint, building out different levels of various sizes become much easier. Also using the same texture for better performance and harmony of assets.

Turnaround of the decorative barrack props.

Modelled a rough silhouette, then used cloth simulation to realistically depict how the tent fabric shapes the tent. Did some quick sculpting to smooth out fold kinks and added fabric texture. No baking was needed.

Modelled a rough silhouette, then used cloth simulation to realistically depict how the tent fabric shapes the tent. Did some quick sculpting to smooth out fold kinks and added fabric texture. No baking was needed.

I scaled down the large tent mesh and used lattice modifier to edit specific shape. Smoothed out some folds that was distorted during the resizing stage. No baking, and same fabric texture was used.

I scaled down the large tent mesh and used lattice modifier to edit specific shape. Smoothed out some folds that was distorted during the resizing stage. No baking, and same fabric texture was used.

Found a front facing image of the dummy target the archers used, projected image using spotlight in Zbrush to sculpt the details. The high poly was baked onto the low poly to efficiently describe detail while maintaining low poly count.

Found a front facing image of the dummy target the archers used, projected image using spotlight in Zbrush to sculpt the details. The high poly was baked onto the low poly to efficiently describe detail while maintaining low poly count.

Made one Pilum, then rotated duplicated them around the rack to make it look inconsistent and natural, like the soldiers had put them there.

Made one Pilum, then rotated duplicated them around the rack to make it look inconsistent and natural, like the soldiers had put them there.

The Pilum rack and target assets are small assets that is only being viewed from far away, and both are going to be loaded in at the same time as it is an infantry asset. Using one texture set for the two assets allow for more optimization.

The Pilum rack and target assets are small assets that is only being viewed from far away, and both are going to be loaded in at the same time as it is an infantry asset. Using one texture set for the two assets allow for more optimization.

Graph starts off with outlining the pebbles, then the big blue group focuses on creating the height of the pebbles. Some noises to blend the shape and make the shape more natural, then coloured with sand and pebble colours.

Graph starts off with outlining the pebbles, then the big blue group focuses on creating the height of the pebbles. Some noises to blend the shape and make the shape more natural, then coloured with sand and pebble colours.