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 Brushto 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!-)