Here's a WIP of Baymax that Im working on. Im finalizing the materials in UE4 and getting ready to rig it. Once fully done Im gonna give it away for free for anyone that wants to have fun animating Baymax
Okay, I updated the dithering to be a different pattern, one with more complexity. I also am moving to only support the WebGL build - I've had too many troubles with the Webplayer version, and justabout everyone uses Chrome nowadays. That said, here's a new version. http://www.hedfiles.net/PixelShader/index.html
I added the Strife color palette, of which I'm a huge fan.
I've also adjusted the AA yet again, to be faster, reduced the rendering to a 16bit backbuffer for a speed increase. It's very hard to test mobile perf right now, because of a unity 5.2 perf bug that makes things way slower. But from the tests I've done, I should be pegging 60fps on almost all android platforms. with the bug it's between 45-50fps, and that number can vary widely with which settings are used. AA+2x+Shadows is always going to be more stressful on a GPU than NoAA+3X-Shadows.
I'm still working on a skybox - like everything else... you can't just drop straight, normal art in there - I need to write a shader that supports simple background objects.
Okay, I updated the dithering to be a different pattern, one with more complexity. I also am moving to only support the WebGL build - I've had too many troubles with the Webplayer version, and justabout everyone uses Chrome nowadays. That said, here's a new version. http://www.hedfiles.net/PixelShader/index.html
I added the Strife color palette, of which I'm a huge fan.
I've also adjusted the AA yet again, to be faster, reduced the rendering to a 16bit backbuffer for a speed increase. It's very hard to test mobile perf right now, because of a unity 5.2 perf bug that makes things way slower. But from the tests I've done, I should be pegging 60fps on almost all android platforms. with the bug it's between 45-50fps, and that number can vary widely with which settings are used. AA+2x+Shadows is always going to be more stressful on a GPU than NoAA+3X-Shadows.
I'm still working on a skybox - like everything else... you can't just drop straight, normal art in there - I need to write a shader that supports simple background objects.
Howie
Man, that looks incredible! I can wait to see what you do next. :poly121:
Crosspost from my thread here: http://www.polycount.com/forum/showthread.php?p=2358481#post2358481. More progress on my Retrogasm entry, he's got color now! I'm going for a Heroes of the Storm style but here's flat shaded for now. Would appreciate any texture feedback
Heres my new model Makarov from Fairytail. This project was mainly a exploration on learning Maya modelling toolkit since I've been using Blender when im starting in 3D.
Crosspost from my progress thread
I came across a tutorial series on the Youtubes called Mega Weapon Tutorial y Ryan Ribot that inspired me to get back into modeling. The very first model I ever modedlled was a war hammer (Mjolnir to be specific) and I thought it would be fitting to get back into with another hammer. I found a concept by Thomas Mahon on Pinterest...
Taking a few liberties with the concept mainly to learn how to use ZBrush; SliceCurve is the shiznit.
I finally had the time to finish this! I have been very busy working a 9-5 studio job and doing freelance in the evenings which left barely any free time for me to work on my own things. It was a tough decision for me but I finally decided to transition to full time freelance because it's been working out well for me. I don't have to work as much now so I will have much more free time for my own stuff! I am excited to start my next model!
Here are the specs
Environment - 1992 tris 1024 Diffuse
Pilot - 9675 tris 1024 Diffuse
Mech - 11824 tris 2048 Diffuse
Replies
Here's a WIP of Baymax that Im working on. Im finalizing the materials in UE4 and getting ready to rig it. Once fully done Im gonna give it away for free for anyone that wants to have fun animating Baymax
Cheers!
What do you guys think? Not yet done..still need to comp the scene...:)
http://www.hedfiles.net/PixelShader/index.html
I added the Strife color palette, of which I'm a huge fan.
I've also adjusted the AA yet again, to be faster, reduced the rendering to a 16bit backbuffer for a speed increase. It's very hard to test mobile perf right now, because of a unity 5.2 perf bug that makes things way slower. But from the tests I've done, I should be pegging 60fps on almost all android platforms. with the bug it's between 45-50fps, and that number can vary widely with which settings are used. AA+2x+Shadows is always going to be more stressful on a GPU than NoAA+3X-Shadows.
I'm still working on a skybox - like everything else... you can't just drop straight, normal art in there - I need to write a shader that supports simple background objects.
Howie
Mmm particles
Man, that looks incredible! I can wait to see what you do next. :poly121:
Dirt Rally
And a enviroment that I've made for the same company
its up on gumroad now
https://gumroad.com/l/NZBelts
P.S.: texture a little ัompressed, as there were problems uploading the original quality ;(
[SKETCHFAB]5e1df63a21074eee9343618686a971bd[/SKETCHFAB]
Heres my new model Makarov from Fairytail. This project was mainly a exploration on learning Maya modelling toolkit since I've been using Blender when im starting in 3D.
Crosspost from my progress thread
Marmoset Viewer/Artstation
New lighting/eye/render for this.
All feedback is welcome!
http://www.polycount.com/forum/showthread.php?t=155344&highlight=rexxar
wip thread: http://www.polycount.com/forum/showthread.php?t=155214
http://www.polycount.com/forum/showthread.php?t=157149
Textured with Quixel Suite 2 beta.
More on Artstation
https://www.artstation.com/artwork/male-soldier-lv-4-armor-close-up-contact-2320
https://www.artstation.com/artwork/male-soldier-lv-4-armor-contact-2320
Xpost from my Retrogasm entry... Marco Rossi from Metal Slug:
More Betty here:
http://www.polycount.com/forum/showthread.php?t=146451&highlight=Black+Betty
Just sharing the current stare of my Owlkar.
http://www.polycount.com/forum/showthread.php?t=157533
Finished up this scene, finally! Gonna hook it up to Oculus Rift and then release it sometime soon!
https://www.artstation.com/artwork/city-17-stairwell-and-attic-scene-ue4
http://www.polycount.com/forum/showthread.php?t=156228
More shots and marmoset viewer embed at artstation page.
Taking a few liberties with the concept mainly to learn how to use ZBrush; SliceCurve is the shiznit.
Here are the specs
Environment - 1992 tris 1024 Diffuse
Pilot - 9675 tris 1024 Diffuse
Mech - 11824 tris 2048 Diffuse
[SKETCHFAB]7421f76c2a114aa5a10f4668ef771071[/SKETCHFAB]
I'm hoping the eventual winner is a little less scrawny than I am.