Our general workflow is to create 3D model, texture in Substance Painter, assemble scene in Unity and assign texture maps, export package to developer who then adds all interactivity, and final bake. If you want to view your models online then take a look at glTF export which is also possible within Unity. I also agree…
Care to explain what you hate about Unity? I'm using it now, and haven't tried UDK but Unity is ridiculously easy, has a helpful community, an Asset Store where you can buy starter kits, and plugins as well as free stuff. I'm just curious because if there's some big issue I'd like to know now before I get too deep into…
Hi guys! It's been a while and I'd love to share one of the 40 game characters I did for an upcoming adventure puzzle at NineZyme. There are more shots, WIPs and video turnarounds on my Artstation (link) I was responsible for the design, 2D concept and 3D modeling of this character from start to finish: She is about 20K…
Hi everyone! Started a bit late with the "Path of Wisdom" environment, hopefully I can bring it to completion in time. Here's my initial modular blockout and a lighting test, done in Blender. Not gonna lie, I had a hard time figuring out some of the architectural details. It took me a few tries to finally settle on some…
I see it just ok in your blend file. Using current Blender version. it works as it is. Although I think instead of realize instances you should use random Z value into instancer scale input. "Realize" turns all instances into single unique geometry and would render slow . Perhaps does this glitch too . But I still see it…
http://deadpoolgame.com/#!/home Trailer is out for this game! I am going to wait for more info on it but it does look pretty cool. What are your initials thought on this game?
http://www.corpnews.com/node/37 Just read through this article and most of the initial comments. I have to say that I do agree to a point. Other comments?