Hey guys, I modelled a 3D character to be rendered as a basis for 2d sprites. So i'm using a gradient ramp shader with the gradient type being lighting, so that i can have a basis for the shading as well. But it doesn't seem to react to light as it should (see attached file). On the left is the character at the first…
Harry Potter has always had a huge impact on my childhood and I wanted to create a tribute to it! I wanted to use the iconic imagery and shapes of the movie series while referencing things from the books without taking away from the visuals that people are used to. I want to focus on character and storytelling for this…
Hey beesonmann, Thanks! I've invested a good bit of time in this character, but I want to make sure everything is right before I move on. I see what you mean about the "balloony" hands and fingers. I think adjusting the mesh will help along with some hand painted shading on the insides of the fingers and joints. I'll play…
This Is not really true.. The important thing to understand is how you visualize all these textures: Through a shaded 3d view. And our pbr shader interprets each channel a different way: - the maps containing color/lighting information (basecolor, diffuse, specular) are interpreted as sRGB and are consequently linearized…
Stegosaurus finished up last night. Came in at 1,600 polygons and uses a hand painted 1024 x 1024 texture. One of the big parts of optimizing for platforms like mobile or web is making sure the asset is versatile in some lower end situations. One of the ways to tackle this is to make sure to paint nicely detailed textures…
Ruz: I would have made a specular map if I could have figured out how to display it. I have been using Ben Cloward's shaders. Still got some figuring out to do Adam: Yeah it was bugging me too, I blended the ambient occlusion map and I guess the shading in that area stayed. Ref:…
Thanks a bunch for the kind words guys! Hugs and kisses all around. aesir: Have at it =] Jon Jones: And I'd of loved to have worked on it with you. ComradeJ: No worries mate. I went back and shaped them a little more. Spy was definatly one of the harder for me to get his shape right. But your spy picture looks more hunched…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…