We wanted our game to have unique cartoon style finish,
but developing our game in VR
inherently meant that all content had to be in 3D. The above 2 mixed together create a challenge on its own since the content needs to be consistent (can’t use Ready made 3d assets) and art creation in 3D in general can be quite time consuming. We have been experimenting with Tilt Brush
in the past and it supports Unity by providing import tools so in the spirit of GGJ
we decided to put it Tilt Brush
to the test and use Tilt Brush
as an asset creation tool.
As far as the requirements mentioned above Tilt Brush
performed excellent, as our artist was able to create a unique looking colorful scene and intriguing characters fast. But as soon as we wanted to put the assets into action things got a litle tricky.
Main issue was that we encountered was the high number of polygons in the generated models since every "brush" stroke generates a high details mesh plane. We used a asset store tool called Mesh Simplifier
that allowed us to scrape of about 40% of the polygons but byoend the model were starting to deteriorate. Another time consuming issue was the fact that Tilt BrushTilt Brush does not offer any grouping features. This meant that we had separate the character body pieces in Blender and to create editor scripts to easily restore the correct materials since original references had been lost.
After speaking with the Tilt Brush
team we came to realize that there is way to export individually items from the scene therefore could avoid the above steps.
In Conclusion Tilt Brush
can be used as a creation tool but the processes isn't seamless yet. If the brilliant minds at google fix the above problems i believe Tilt Brush
could be a super useful tool and provide designer with a competitive advantage.
We already plotting our next test using Google Blocks!-)