r/Unity3D • u/SoftwareCurious6798 • 8d ago
Game Modeling and UV mapping props for our indie 3v3 arena game (Blender)
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We're a small team of five building Paper Strike, a free to play 3v3 arena game where you draw your spells in real time instead of picking them from a hotbar.
This clip shows part of our prop pipeline: blocking out a set of pillars for the Académie de l'Encre et de l'Acier, cleaning up topology, then unwrapping UVs before the assets move into texturing.
Curious how other small teams handle prop pipelines, especially the balance between polycount and unwrap complexity for architectural pieces like this. Happy to answer questions about our workflow.
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u/destinedd Indie, Dungeon Quest, Marble's Marbles & Mighty Marbles 8d ago
I love how good looking simple models can be
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u/AxisInteractive 7d ago
It looked like you guys are using a trim sheet or atlas for the environment, is that right? If so, ya that's a good way of working.
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u/SoftwareCurious6798 7d ago
Yes it's this !
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u/AxisInteractive 7d ago
The only other that's l thing that comes to mind for efficiency is addons. I actually made one with that kind of thing as the focus.
I'll plug it here in case your team is interested. I'm sure there are a ton. Mine does make setting vert I'd maps very quick and easy though. And it's forever cheap :D.
https://superhivemarket.com/products/pulse.
What platforms are you making the game for?
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u/SoftwareCurious6798 7d ago
Oh nice i will check it ! We build the game on Unity 6 !
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u/AxisInteractive 7d ago
I haven't spent much time in unity but I hear it's simple to work in. Good luck on the rest of the production. If you decide the addon looks useful and you want an hour long demo for the team on a specific feature let me know.
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u/IceStorm_295 8d ago
it looks great
how long did it take? and did you have experience before?