If I were to say anything, I might suggest playing with your saturation either through materials or through post process or whatever ... basically, you could try bringing the throne out a little more, visually, by saturating it's colors while de-saturating some of the props like the red fishing gear beside it. Just a…
Once again I lost myself to test different camera angles and dof effect. For some reason I like this one. I never knew that the old version of Unity could do something like this :) There is some depth alpha sorting kind of problems with that fish trap. Once again something that I need to solve.
This is going to be awesome comp! Nice ideas you got there fellow polycounters! I want to do something different. No epic halls, or gold. I want to create something more modest. I also want to learn some new tricks. New story: A fisherman named Thomas lived on an small island. He was the only person in that huge sea area…
I´ve been doing a lot of changes/fixes/redos. I bake down that fishing net texture and it was very easy to texture. Then I modeled the net model. I also moved stones, tweaked almost every shader again and add random wood planks and a wrecked boat. It was fast because I already modeled those for this project when I did the…
Thanks WarrenM! That´s a really good point. I´m going to try that. I can´t control individual elements with post process effects in Unity but it should be pretty fast to tweak saturation in textures. I did that fish skull that I was talking about. I think it will give a little more attitude for the throne. I still need to…
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…
Doing all sort of fixing and tweaking. I also cleaned shaders a bit. Here is the sculpts for the tree trunk and the fence. I didn´t want to go too detail because the shader in Unity is adding details aswell. It´s blending two different diffuse textures together with a blend mask. I textured these in Photoshop by combining…
Is weekend already over? Little closer to to what I want but still a lot to tweak. Feels like I´m just playing with the shaders here and not so much with the models and textures :) I tweaked the ground shader to blend better with the different textures. I did also add more control for blending the normal maps so now I can…