Hey, I think you've managed to produce a very lively feeling slum city! I loved the clothes, monorail, posters/holograms, graffiti and litter. All these together convey the highly populated but decayed favela atmosphere really nicely. Lighting is proper moody as well! The sheer amount of ships flying overhead felt too much…
Hi Slosh! Thank you for the feedback! At work, I'm very used to working from illustrations of robots or characters, and being forced to make them look exactly like the illustration, and not use real photo reference (I tried once, the company i work for didnt like it). Also I was never confident in my ability to do it until…
In this scenario I have mouse-overed the "Mech Arm" thread and am presented with a thick bar. Clicking that bar drops an image down from the thread title, pushing the other threads down with it. Well, the way I am seeing this is as follows. Imagine having to do that for each and every image of a portfolio. Wouldn't that go…
Looking good. But I think all the animations look stiff. You need to add more movement to the character on a whole. I'll elaborate. Its most noticeable in Idle 3. You have only really animated the bones that are doing the main movement and you have only animated a starting position, a middle position and a return/end…
For a mesh like this, where all the shapes are generally soft and there is enough geometry to represent the harsher angles, there isn't much benefit to setting uv borders as hard edged. There may be some drawbacks to doing it, especially if you need to make LODs. Generally with organic shapes, you'll get more issues with…
over all i thought it was clean, lots of quick motions which is great for games. The dog i think can go out all together, the motion is very robotic on it and has little life to it. The old man clips himself in one or two spots, clean that up. The way you keep going back to him makes me think there is going to be some big…
"so when I did the uvs and assigned a texel density" "i'm confused :/" You're confused ... because there's no such thing as "doing UVs and assigning a texel density". This simply doesn't exist - or perhaps, you are being confused by a tool introducing the concept of "texel density "in its own way (for instance scaling UV…
A detour or not, depending on how you look at it. I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along…
Thanks everyone! No Speedtree up in here. All foliage was made from scratch. As for the moss, it was added right into the texture. I haven't jumped into vertex painting yet, I'm hoping to experiment with it later on especially with those monoliths on top. Here's a sample of the tree bark texture: The tree has a ton of long…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…