Okay I´m done here! It has been quite a journey with this project and I want drain my brain here. I started with a weird idea and iterate A LOT during this time. At some point I decided to go with the sci-fi theme. It felt right choice at that time but it ended up looking wrong and forced like many said. Then I decided to…
Been working all night with the shader. I´m using vertex paints to control the different areas of the ground. Since it´s near water I wanted to get the sea shore effect. It´s using vertex alpha to color the ground dark in that area and adjust the specular. Vertex green is controlling the glossness and it also tone down the…
Almost done with the scene so I decided to collect some of the hi polys. Almost three months of freetime went to this and it´s nice to see how it comes together. I also collect some low polys in Marmoset Toolbag 2. Even thought they are not PBR TB2 render them nicely. A lot of assets rely to my custom Unity shaders so I…
Couple of my friends also pointed that out. They said that some had weird topology and one of them even had just a simple turbosmooth modifier applied to the throne that is not ideal for real-time even without any hard polycount limits. Also odd texturing was mentioned. Rules says "There are no hard limits on polycounts or…
I have been stuck for the last few days. I just don´t think that this is going to be interesting enough so I started to think the back story. I like sci-fi and that´s why I want to add a little twist here. The story goes like this: In near future the Earth almost vanished due to the high human population and waste. This…
Now that the comp is coming to it´s end I decided to start looking back what I have created and do some sort of post mortem. I want to share some parts and techniques that I found useful. I like to read other artist workflows so I want to share some of mine. I work with mobile games and that means a lot of optimization in…