BreakDown - Droptower - Gameplay Asset - Youngblood

The interior had to be bare minimum, so   there would be no gameplay issues + we wanted to be able to place loot crates inside them from time to time

The interior had to be bare minimum, so there would be no gameplay issues + we wanted to be able to place loot crates inside them from time to time

The interior had to be bare minimum, so   there would be no gameplay issues + we wanted to be able to place loot crates inside them from time to time

The interior had to be bare minimum, so there would be no gameplay issues + we wanted to be able to place loot crates inside them from time to time

The droptower had to fit 6 heavy soldiers

The droptower had to fit 6 heavy soldiers

Firs time in the game you get introduced to the droptowers.

Destroyed version you walk trough . We had a couple of them sprinkled around the maps, some stuck in buildings, some just on ground level.

We later moved towards the outskirt of the street to make gameplay easier, final version can be found under this text

We later moved towards the outskirt of the street to make gameplay easier, final version can be found under this text

final version

final version

Added a giant fan to the bottom so the VFX team could add some magic to the model later down the production line

Added a giant fan to the bottom so the VFX team could add some magic to the model later down the production line

Something I always try to do with my models, is to add a lot of connection points, so setdress artist can play with the assets.
That is why it is important to make sure the asset has a consistent quality from every angle
Try to make sure your silhouette

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to a quick production, a lot of floaters were used to add extra details around the door

Due to some messy welding the midline got messed up, this was of course fixed for the bake file

Due to some messy welding the midline got messed up, this was of course fixed for the bake file

The gray part - the pan, would be a tiling texture, just in case we would have longer legs or shorter ones, based on environment needs. Due to some messy welding the midline got messed up, this was of course fixed for the bake file

The gray part - the pan, would be a tiling texture, just in case we would have longer legs or shorter ones, based on environment needs. Due to some messy welding the midline got messed up, this was of course fixed for the bake file

This was a piece I did for another wolfenstein model that I reused for the interior of the droptower.

This was a piece I did for another wolfenstein model that I reused for the interior of the droptower.

Cut trough of the highpoly model.

HighPoly Render

HighPoly Render

Ingame

Concept Art - more art can be found in: The Art of Wolfenstein: Youngblood

Concept Art - more art can be found in: The Art of Wolfenstein: Youngblood

Hope this is useful - If you like these breakdowns
Have a look at this one which is over 380 pages of content
https://artstn.co/m/XmvyB