Cool concepts! I couldn't resist to start the ruins one. How far will I get? :tongue: Just simple modeling, controlling shading via hard edges, don't intend to do any highpoly/ sculpting. Rendering in Unity engine, baked lighting with Bakery. Next, I would apply surfacing, probably using a hand-painted trim atlas. Final…
Thanks for pointing this out Eric :smiley: didn't fix this in the latest build yet, but it's on my list! Two screenshots of the latest build: Some notes on what I did: FootstepsGet spawned by an animation event. At first I applied them as decals, but when I used some displacement on the sand, the displacement wouldn't get…
@fairlyBread Nice, that sounds like a plan :+1: I think using some tiling trims and re-using texture space would enable you to maintain good/ sharp texture detail without needing to go high resolution. Personally, I like bringing the assets into a game-engine, since this opens up more options in regards to lighting,…
Hi folks I'm back! Took a break because of Thanksgiving. I got to the texturing part finally! I'm running into some issues though. This time I focused mostly on the base of the model, I used a Smart Material to start off and added some of my own things in there and tweaked things a bit. Added color variation and a subtle…
Nice progress @fairlyBread ! That props' design gives me a bit of a 'Dishonored' vibe. Looking forward to see it with some textures applied. What approach will you use for textures and what sort of style? Will you bake some information from a highpoly or work in 2D? Any idea yet what software you're going to use to…