Hey @defragger thanks for your feedback :) As of now I'm learning Unity more and how to do shaders with it. You're right about PBR workflow as it is the standard nowadays. Many of my pieces on my portfolio are Specular/Gloss as it's how they teach us to do it in my school about 3 years ago, when PBR was kind of a new…
Hey, ok I can see how it makes sense to teach / learn restricted low-poly first so you know how to optimize and don't waste polys before jumping into higher polycounts. I suggest to leave the creature as it is because it's good for what it is now (PSVita/Mobile compatible). Push next gen details and PBR texturing with your…
Hi people, following the overall suggestions you gave me (more props/enviros, PBR, real-time, etc.) I decided to finish and texture this Sci-Fi Katana I started some time ago. Concept by me and loosely inspired by John Chalfant's Steamblades Collection. It's not 100% finished yet and I didn't uploaded it to my portfolio so…
Your work is pretty solid already. I really like the Lizardman. But! You should learn PBR texturing (spec gloss is a bit last gen). And the polycounts are low compared even to todays standard. With a portfolio piece you want to aim a few years into the future. So your creature could or should have at least ten times the…