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
3D Printed Prize belt for the PAX Australia El Luchador Fantastico Grande Tournament.
I'm hoping the eventual winner is a little less scrawny than I am.
Replies
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.