The scene below was created in 3DS Max, Textured with Photoshop and rendered in Unity 3.4. Target platform was web and iOS devices.
Total scene was kept below 50k triangles including sideline props, lighting fx and variant cards for stadium. The textures consist of diffuse and diffuse with alpha only. All lighting was baked into lightmaps using Unitys included Beast lighting system.
The environment was also set up to be customized via programmed inputs to swap out the end zone cards, mid field logo, goal post wraps and stadium walls wraps with home team logos and names. Each team was given it's own team texture / decal sheet that was called based off the home team loaded and the correct materials were applied at run time. Ad space was also configured to be driven via external script and could be swapped out for localized ad display or to add variation to the ads seen.
Along with modeling, texturing, lighting and assembling this scene in Unity I was also responsible for the design of the stadium, new shaders I created in Unity to achieve effects that were not readily available with the default shaders. I had to balance memory constraints and budgets while trying to also achieve the highest quality in visuals available for the target devices.