My rendition of Cherry CHE's original character.
Huge thanks to Vincent Ménier for his time and encouragements throughout the whole process.
The main goal of this project was to improve my understanding of various materials and stylized clothing. During this project I learned to better optimize the more technical aspects of 3D character creation, like retopology and UV layout. It was an interesting challenge to try and match my rendition as closely as possible to the original concept, which lead me to learn new tools to compare and find the intricate hierarchies of a character. During this project I also elaborated a way to create manually adjustable and exportable outlines in Blender.
Artstation link: https://www.artstation.com/artwork/g8OYZE
Hope you like it!
More tiling texture experiments. Still very WIP as I try to start putting a little scene together to see how the values work with each other. As one can see there are still a lot of adjustments to make but I definitely feel like I'm getting closer to the feel I'm going for.
I need to start doing some lighting tests to see how the value range will hold up after some light bakes.
A little breakdown of the different textures being used.
Bolovorix
Making a Western Saloon in UE4, more than happy to get some feedback :)
Anthony_D
Still owrk in progress but im doing this on LiveStream ( spanish) Trying to learn Blender on the path haha. Hope you like it ^^
JaviSkau
Thank you all ! went throught the whole process for asset creation we were using, turned out our animator wasn't exporting correctly in blender, had the wrong settings. Atleast that what I'm guessing happened since its working correctly now!
SimãoSilva
Hello, I'm currently making a Western Saloon environment, and would prefer get some feedback before uploading on ArtStation :)
Anthony_D
Having ideas and giving valuable input?
These NFT project proposals we are receiving these days remind me of the modding days of old where some kid was trying to assemble a full development team to pull off a carbon copy of the popular game of the day. Their job was usually something along the lines of: idea person, web designer.
Now go go go: this Counterstrike/World-of-Warcraft crossover isn't going to develop itself! 😌
thomasp
while it might not be the most accurate, you could do it like it was done in the old days before anisotropic shading was more common in games. just paint the spec and roughmaps accordingly.
Did some experimenting with some stylized flame VFX. Still playing around with a very raw visual style so resolution was intentionally reduced and I used no filtering.
I've also been messing around with some lighting on the dungeon scene. Pretty dark so I'll continue to play with it to get the feel I'm after while not losing readability but just sharing for the heck of it.
I converted to Unity's URP so I could use ShaderGraph and something is a little messed up with my portcullis alpha cutout so I've gotta figure that out; I'm assuming it's the URP material I'm using but I haven't messed around with it too much yet.
Bolovorix