Hi! For two years I've been working on a level design tool for Unity that allows you to design levels in Unity using boolean operations. It uses an unique algorithm that I've been developed over the years that, unlike other implementations, makes it possible to perform these boolean operations in real-time! Even after…
It's good practice to triangulate. However, your low poly wireframe shows some polys triangulated and others not. Are you sure you're triangulating the entire mesh?
I sometimes I really don't progress at all, like zero. When I look at people's works I can see them getting slightly and slightly better each time but when it comes to myself I don't see it at all and I'm genuinely starting to think that I'm dumb or smn. This one is my larest passion project that I no longer want to deal…
Hey Austin, I'll go through your portfolio and let you know my train of thought! 1) Cannon: Looks neat. The rope couple use a lot of work in the texture department. Probably would be a good idea to straighten the UV of the rope and increase tiling on the rope material in Substance. Try having your rendered wireframe quads,…
Alright, as requested here are some asset and map breakdowns. I am still working on getting wireframes rendered. I experimented a bit in UDK and still want to try out the Marmoset option I've been told repeatedly about. @ PVJ : Thanks! The above represent the "majority" of the major assets. I grouped some of the ones that…
Hey Guys, sorry for the lack of posts recently. Some RL stuff went down and knocked my work off a bit. The good news is I've handed in this assignment now and I did manage to finish something. It's probably not as high a standard as I was hoping but for a first character, my first time using zbrush and so much to learn, it…
Thanks for all the kind words everyone, sorry its been a while but been very busy. As for break downs and wireframes sadly I do not have any to show for a few reasons. One was I forgot how long it takes to take screen shots and tried to do all of that on my last day at work and just didnt have time to get nice breakdown…
Wow @Ashervisalis thank you so much. That's a better answer than I ever hoped for honestly. I will take your advice. Since I love the ship and it took a lot of time, I will go back and fix what's wrong with it. I sucked at texturing and uv unmapping among other things and could make some major improvements - like even…
Really striking ! The speed at which both the characters and environment are evolving is inspiring. These breakdowns and wireframe shots are great. Maybe one day, more big studios will finally realize the value of working that way (not necessarily with unlit assets, but at low specs in general). Can't wait to see more !