Moai Head - Blender Sculpt to Unity Game Asset
High Poly Blender Model

High Poly Blender Model

Low Poly Unity Game Asset

Low Poly Unity Game Asset

Applying Normal and Diffuse Maps in Unity

Creating visually appealing and well-performing game assets is a crucial skill in game development. Over a two-day project, I honed my skills by designing a highly detailed Moai Head stone statue using Blender's sculpting tools. Subsequently, I developed a low-poly game asset version of the statue, which was exported to Unity.

The high-poly version of the Moai Head had a file size of 14.9 MB, containing 71,800 vertices in Blender, whereas the low-poly version only had a file size of 70 KB and 500 vertices. Although the Unity version of the asset could be optimized further, it serves as an excellent example of preserving intricate details while significantly reducing space through the effective application of normal and diffuse maps.

Skills Practiced:
- Use of sculpting tools in Blender
- Fast creation of a low poly version of a highly detailed object with the use of Blender shrinkwrap and remesh modifiers
- Assessing vertex count and storage differences between multiple objects in Blender
- Baking normal maps
- Baking diffuse maps from procedural textures
- Exporting Blender models as .fbx files to Unity with normal and diffuse maps
- Lighting a scene
- Use of a tablet and stylus for sculpting

Credits:
Ryan King Art - Procedural Stone Texture Blender Node Setup