Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
Great work in progress, keep at it! Currently it feels like all your props and assets are made of 1 piece and are a similar colour. I know you're going for a frozen aesthetic. I really recommend you look at some reference on how frozen assets look. Usually they still read clearly, maybe have some snow/ice on it. Here a…
Since you mention naming and design. An interesting example would be dota and dota2. Dota originally being a warcraft3 mod and using the warcraft 3 heroes/names/some spells. Hero models: all of the hero models are basicly copied from the original designs, wich are all warcraft3 models. I probably wouldn't advice this,…
Heya! I go by Roomy online, and I've been developing a game called Verdict for a few years. About six months ago I started developing a sequel in Unity, moving from 2D to 3D using sprite billboards for the character. This has been a fantastic change and has been well worth it thus far, but I've yet to figure out our map…
In my spare time, I am developing a 3d game engine for iOS devices and hopefully also Android as soon as most needed features are implemented. My engine iSDGE is based on OpenGL ES 2.0 for rendering, features my own (not yet very optimized, but very comfortable to use) math functions, uses bullet for physics simulation and…
Looks really dam awesome! Only thing I would suggest as HP said some sort of trim where the ground and bricks meet. I don't think it even needs to be a special brick or anything, some more variance in the terrain height would work and maybe a build up of weeds, plants etc. Some quick examples of what I mean, Example 1…
I've been snuffling about the web lately looking for good examples of low poly models and wondering just what makes a good low poly model beyond just that it's low poly? Texture style seems really important for example. Crappy blurred out textures won't do. Should the textures be low color count for example, or not?…
Hahah! I was just being an ass, Cory...couldn't resist! :) More seriously, I don't think what KillnPC is asking for is necessarily 'gossipy' thing or a bad thing to think about...especially if we're talking about old threads, long locked or with people who have long left PC. I could see having good examples and bad…
Welcome on the forum! Looking at the images, I would make sure those border UVs are straightened, since the bevel is very thight. Perhaps increase bevel width in highpoly, so there's more information to capture. Make sure to check at intended viewing distance, it might be that edge is generally too tight. I think this…