Daniel Villela's profile

Super Senso Map Sculpts

The goal for the maps was to surround the playable grid area with more organic shapes. This was the very first successful Super Senso map I sculpted, Riverfall Rise. I sculpted all the maps in Maya. I used Vertex color to paint the map geometry and auto unwrapped and baked the AO maps. The maps were then imported into Unity were I added lighting. This is an in game shot in Unity.
This is a Maya render of Riverfall Rise. The playable area is different from the image above. The playable area grid in the center is interchangeable but hid the seam with color and landscape props.
This map started out as a tutorial map but was eventually changed to be a PVP and campaign map. This is a Unity screenshot.
Another version of the Ruins map above. Unity Screenshot.
This Glacier Cliff map was in the game early on but was eventually cut out for a brighter Glacier Map below. Unity Screenshot.
Final Glacier Gorge Map. This is a Unity screenshot. 
Desert Oasis Map. Unity Screenshot.
Unity render of the Desert Oasis Map with a different playable area.
Medieval Cathedral Map. ​​​​​​​The only map that takes place in an interior setting. 
We added Medieval Cat units into the game. So I repurposed the cathedral to fit the characters. I switched the suits of armor in the image above to statues of the Cat Knight character.
Alien Planet Map. Unity in game screenshot.
Zombie City to go with the unlockable zombie units. One of my favorite maps to make. Unity in game screenshot. 
One of the final maps I made for Super Senso. This became the tutorial map. 
Super Senso Map Sculpts
Published:

Super Senso Map Sculpts

Published: