Slowly fleshing out a new outfit with dual wielding combat. Unfinished but wanted to do a quick test to see how it felt in game.
What shaders are you using? I like it.
TypeA AnimeShader for the characters.
Grass is Nature Renderer shader
A Post processing profile tweaked to make colors and everything pop.
Then everything else is just standard.
Currently working on a small Scene in my Sparetime. Trying to create a small Horror Game out of it… if i were able to Code myself
Two Versions: (Sunset/Night)
I’m going to add a bunch of different faces for the enemy bosses in my game. This is the first one, what do you think? I might add some overlay/animation to distort it a bit.
Morning, guys… it’s been a while since I’ve posted anything on these forums and I hope everyone is staying healthy. I’ve been working on a revision of my character to bring it up to a visual standard fit to use with HDRP. I’m painting an updated skin texture to so it will work with my custom SSS shader I created for the engine.
The images are as follows: Final render, Epidermal, Subdermal, Subsurface Mask (black is no scattering). I’ve also added a secondary roughness map with some Perlin noise in it to break up the skin even further…
Made a new trailer for the game I’m working on: Hijack Overdrive
But I dunno, I feel it’s too chaotic in the beginning, and people will just not understand what’s going on. (which was a bit intentional for the beginning at least, but I probably should have made that last only a couple of seconds)
What do you think?
I posted it here in my thread as well, but no one apparently watched it:
Oh no my orc wanna get out
Here is a little taste of my latest pipeline updates. Recently finished this as a prop for one of my character using a custom shader that allows me to have near unlimited details based on a mask… And this was a nice test with HDRP
Can you describe what you mean by near unlimited details based on a mask? Also, what’s the polycount of those models. They look incredible.
In my custom shader, I set up an RGBA mask that allows me to use tiled normal/albedo/roughness/so texture to add an extra level of detail that I can’t cleanly tile in Substance Painter. Here is an example:
You might have to zoom in super close in the shot.
And that prop is about 17.5k triangles. I have a lod on it but they are a thing of the past.
Some more Unity coolness. Custom subsurface scattering with a cataracts shader for the eyes. This is an older render so the skin has been tweaked since then.
You can also see the detail maps in effect