On Wednesday, November 26th 2024, my friend and I had a meeting with one of his collogues to discuss ideas and game mechanics. I left the meeting with my mind full of possibilities. The following day I had a meeting with my friend and we discussed how to technically execute on the idea. While in the meeting Matt mentioned another game idea that would take place in the same geographic location, but instead of the distant Sim City like view, this one would take place at ground level. Having much experience in city building and modularity, I pitched that I work out a proof of concept. Since the meeting took place in the Metro Square building, it felt appropriate that it should be the candidate to prove and show off my skills.
The building is intended for use in Roblox, hence the plastic/LEGO style look. I saw an opportunity to take advantage of this visual style and use a swatch UV method for the High detail version. Polygons were mapped to solid colors and all color changes were cut into the geometry.
For the Medium detail, a silhouette of each modular part was then optimized down to minimal flat surfaces, ledges, windows and details removed, and UVs were created 10 pixels per Roblox unit. A clone final High set was merged to a single object UVs were converted to Material IDs. This allowed me to bake the IDs and Normals in Substance Painter. I then sampled, my original swatch for color, metallic, and roughness, to perfectly mirror the High detail versions.
A final Low detail version was then created by welding a copy of all the LODs together and removing all excess detail. This was then UV mapped to the same color swatch the high detail were. This LOD should be mostly occluded by fog, so the perfect color match is less important.