Heyo, this is what I've been working on most recently at work, I'd love some crit it's textured in Substance Designer so as soon as the new nodes get implemented in Unity the camo/colours/decals will be changeable in editor/at runtime
Hello. IKs can be taken into engines like Unity or you need to bake down the animations to the base skeleton all the time? Do IKs create any problems if included in the animation file? if yes what problems? Thanks.
This concept is from a while back to help visualise the art for this level design. I will probably be working on this for a while. Already started on fleshing out some of the art assets in unity and will get a screenshot up by the end of the week.
https://www.youtube.com/watch?v=bQx2valngW8 Everything here is created/captured using Blender. I wasn't able to capture eye movement or eyelids so those I animated afterwards. Viewed in a simple Unity scene.
This is an old environment I did 4 years ago. I revamped it, and lit this in Unity just to show on my portfolio. It's really lowpoly because it was supposed to be an XNA project. I hope you like it:
Hello, I'm looking for someone to help me out by making concept art for a mod I am working on called Armoured Sky. This is a semi-realistic steampunk mod for Red Alert 3, set in an alternate timeline on an alternative version of Earth called Terras. There are three factions based on different aspects so they are unique…
This sort of effect isn't possible in Toolbag. I would suggest a game engine like Unity or Unreal with a custom cartoon shader, or a renderer that has a built-in toon shader.
Hello! I've been working on this small Unity scene on-and-off for awhile and now I feel like I am getting stuck with it. There is something off about it but I can't quite figure out what, so I'd love to have any feedback or critique how to push the scene further. Thanks!