Finished this pass a few days ago and forgot to upload it. Shape cleanup and subtle form definitions. I've been working on a detail pass the last few days that I'm hoping to share soon and then I'm looking forward to modeling this guy. Might try something a little different but we'll see.
I've been working on some more environment art modeling/texturing experiments over the last few days; did another pass on the brick wall texture and played around with various trim techniques.
After struggling for a few days to resolve a light bake artifact I finally got something decent in Unity. I also experimented with more of a warm, putrid kind of tone to the lighting but I'm sure it'll get tweaked once I get some enemies in there and get a feel for how they stand against the environment. But for now,…
Thanks @teodar23, Darksiders is a big inspiration! As far as the environment goes, I'm approaching it using techniques I'm learning from analyzing World of Warcraft environments, and, to an extent, Darksiders minus the use of normal maps. My goal right now is to try and build enough assets to make an environment look full…
So that plan changed reeeeeaaaal fast. The process takes way too long for what I have time for these days so I'm trying to figure out a different approach which is based more on the original style of value fills with pixelated line work and adding color with some edge highlights. I'm also going to test out a stepped…