Made a game character, how do you think, can such oldschool style (color texture only) interest customers on Asset Store? Is such level of quality is acceptable as well? I’m aware the polycount is currently ridiculous, it will be optimised in the future
messing around with substance designer
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Friktal: Exploring Infinity. A Surreal Soundscape Experience.
Twitch Development Stream Discussion Friktal
Friktal Development Blog
Images:
Working with air-water edge and underwater filtering, for next Sky Master ULTIMATE Volumetric Water version.
Wasn’t sure to post this in programming or art lol. Just some game dev practice. The character is a unitychan character. I believe only the props shown in the scene were made by me. Rest is other 3rd party assets im using. A lot of coding done though.
My map walk through in all its entirety!
I apologize for the obnoxious walking btw!
The Scout:
Original Model on Asset Store
Scout Spaceship | 3D Space | Unity Asset Store
Improving some models, on sale last holiday season…I am using Quixel Suite NDO/DDO.
Great topology and 4k Textures, but mirrored UV’s. I need them unwrapped.
It took 5 full days to get this point…(It will be faster for the Next FOUR ships, this one $10 bucks…and worth every penny.)
- Figure out what I wanted, and how to do it.
( using Unwrap 3D, I was able to transfer all 4k textures to new UV’s) - Create cockpit details, make canopy glass double sided,.
- Added landing gear and bays…
- Create new normal/AO maps in NDO
- Create new materials in DDO
- Create new Animations.
and I still have more textures to do…and can and will change colors
Scout Vehicle: Just the start.
more progress…
master color key (what generated the textures) - Hand drawn
Which gets rendered to my choice of custom PBR materials.
Just a sample of the Scout Smart Materials.
and into Unity 2017.3 using Uber and the default color set, next color mask shader, for custom color schemes…then, into the wild blue yonder.
Had to get rid of the numbers and panels on the wings, and re-created physical hull damage, and fine-tuned the wear & tear, dirt, oil residue, etc.
Player can choose 4 different colors/unlimited color schemes for major parts of the ship.
just the hull and some random colors…
I rendered the base mesh color set white, created masks and packed the textures and created two new shaders:
Base Metal/Illum PBR
Albedo: (RGB) Smooth(A)
Normal: (RGB) Metal(A)
Emission: Mask(R) Light Color 1(G) Light Color2(B) Blink MaskA)
- Base Metal/Illum 4 Colors PBR-----------
Above +
Colors Mask: Main(R) Main2 (G) HiLight(B) Camo/Stripes(A)
User can choose 2 colors for lights and 4 colors for main materials.
next,I have to get this bad boy in the air…
Unity 2018.3
Patrick
free knight model
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Great work, although I don’t feel the pure white cockpit fits the aesthetic of the rest of the vehicle. Will the colour of the cockpit be modifiable as well?
I have not colorized it yet…sorry,I will update the picture after updates today…it was pre-mature to post…but a true work in progress.
1st go at cockpit materials…
Very nice! What programs are you using to texture you work? Also, maybe add some yellow in some places, if you check out the A10s cockpit it adds some interest to the very greyish interior: https://i.pinimg.com/originals/97/77/9a/97779af05d49b5a0970aa88beab8276c.jpg
using the quixel suite, and I actually did add some yellow…see above, , cool reference shot, thanks!
I took my scythe and combined it with a Unity Chan character and an animation from Frank climax. Going to base my art style around the character and use Franks animation packs for combat. Commissioning concept art so I can start making my own clothing for my base male/female made with VRoidStudio.
Great job!..I really like the amour & metal/gloss textures…impressive.and free? very generous.
tnx , been thinking of uploading him to the asset store with setup cloth and ready to mecanim
if theres interest