dude.. I laughed soooo hard when i saw this! congrats for an original concept and harlious culture humor. extra points for trailer's song. Haven't played it yet, but I ll be sure to get it in the near future! awesome work dude!!! :thumbup::thumbup::thumbup:
We don't have support for blend modes like multiply, but this is something we're working on for a future version. You can save out a layered PSD and change your layer to multiply, but thats not a very good work around if you want to go back and forth.
They're kitted out with some of the best graphics programmers right now, Eric Heitz, Sébastien Lagarde (responsible for bringing DICE's Frostbite engine up to PBR). I'm excited for the future of Unity personally, I might play with the Scriptable Render Pipeline some time.
Yeah, I could definitely have made a more detailed/better sword but I kind of just wanted to move on to other projects, so I left it simple. I have a tendency to go back and try to improve old work, so maybe in the future?
Really excellent stuff here. I need to do some hand studies myself. I can do them quite nicely in 3D, but I want to better my 2D. I'd avoided it for so long... but no past regrets - just future opportunities, right? :)
Thank you for the advices! I will apply your suggestions in my future projects. The normalmap you see there, is obtained by summing the normal map i already had from Maya(the one from the geometry) and the one i made in photoshop+Crazybump (the one from the wood).
It has some of the lumpiness that usually happens when you subdivide too fast, but I don't really think that it affects the sculpt too much due to the nature of his skin but I would keep stuff like that in mind for future projects if i were you.
Right now I just throw in models that havent been unwrapped or anything. Just ones that I plan on applying material ID's to in the future. So, there is no high to low baking of individual props and objects which take up loads of time and memory ^^ Thanks by the way!
Learn physically based rendering. It's going to be the future of next gen video games. Create environments that show you know PBR. Something like a raining city intersection is a good example. Or create a very detailed car with PBR metals, steering wheels, chairs etc.
@Firith Thanks for the link. Optinium did a nice job, probably took him like 20 minutes lol. @Ravenok yeah I see where my color palette is flat brown, I'll use this as a reference for future edits to get my contrasts right