Bus Stand
Tried to keep the bus stand to a low poly since the level will have a lot of poly counts. The bus stand didn't need a lot of details which helped keep the poly count low
Sign Post
Like the bus stand I wanted to maintain the poly count low with one basic shape I have given the asset a overhaul basic shape to convey a 'sign post'.
Street Light
The street light is very dense with its poly count. When I was building it, (was my first attempt) at building something with this particular shape. Since I now know means of approaching this kind of shape, I can build a new one that has a lower poly count which will be sufficient for the Industrial level.
Traffic Light & Support Beam
The traffic light was based on the lights from New York since the concept art for the level had similar style. The traffic light model is build from basic shapes that has been combined which kept it to a minimal poly count so that the model can look like the reference pictures used. What I have done to lower the labour work was to create one traffic light, UV map it and then duplicate it so the texture layout will be the same as the previous one; Thus lowering the labour work for us.The support beam will be attached to the street light so the traffic light can hang in mid air as in the concept art.
Industrial Level:
Whilst building the model I ran into a slight problem where the 'walking route' for the character did not collaborate very well with the air borne walkway. I found it, that if I was to create a single walkway the illusion of depth would have been taken away. To rectify this issue I decided to create 2 walkway side-by-side and it's connection to each other have broken so the character or player will have idea that it cannot go there. The rest of the level continues to use the the same 'walking route' and by doing the double walkway has helped maintain the depth that we as a group was aiming for in our game.
Semi-Finished Model (90% done)
The reason why I left it unfinished is because I wanted to test it first in Unity to see if there is any issues with the character colliding with the environment in terms of the building's height. Below are the three things that are not finished.
A - Prefab of background buildings that needed two separate buildings. These can be altered and modified in Unity.
B - This is the entrance to the sewers where the character can continue it's path through the level. The reason why I it for later is to see how the Character goes through this area since I find it to be tight and if I were to create the sewer entrance it can cause some issues with the model itself by adding additional polys.
C - The bridge is left intact for testing purposes and will be 'ruined' later once the level has been de-bugged.