Ozone Engine
What is the Ozone Engine?
The Ozone Engine is a conceptual development engine built on top of existing game engines and other development environments. The primary focus of the Ozone Engine is to provide “production-ready” assets and frameworks that can be implemented into various games and other projects.
Whether you are an artist finishing up a portfolio piece or a programmer working on building your next app. The suite of tools and assets the Ozone Engine provides can help get you there.
What can you expect from the Ozone Engine?
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Consistent: Each project is organized and instills a universal naming convention for all its assets. |
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Modular: All projects are self-contained and are designed to work in any new or existing environment. |
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Production-ready: All projects are able to be implemented easily and are built to be standalone (they do not require any third-party software or additional plugins). |
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Poly Count: Most micro details are implemented via normal maps so there is no unnecessary geometry. |
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Quads: No tris or ngons are present in the base meshes (will automatically be triangulated when being imported into most, if not all, game engines). |
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Topology: If you wish to modify the meshes in anyway, the edge flow is still intact to make customizing them more convenient. |
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Origins: Each mesh has an individual origin that makes sense to the object. |
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Smoothing Groups: All meshes employ appropriate smoothing groups to ensure the best cosmetic results. |
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Unwrapped: All meshes are properly unwrapped and oriented with appropriate padding. |
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Non-Overlapping: All UV islands are laid out accordingly (some UV islands may be stacked in special cases). |
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Lightmap UVs: Applicable meshes include proper lightmap UVs in addition to their texture UVs. |
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PBR Textures: All meshes come with at least one variation of all the texture maps needed for a PBR metallic/roughness or a PBR specular/glossiness workflow. |
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Resolution: All textures are of reasonable resolution based on the needs of each object. |
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Materials: All FBX files include embedded materials to mitigate the initial work needed to implement them. |
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Customization: Most game engine modules also include master materials that allow for additional customizations to be made. |
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Clean: All code is organized into appropriate functions and commented where needed. |