WIP Small Works Art Thread

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.

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What shaders are you using? I like it.

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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 :smile:
Two Versions: (Sunset/Night)

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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.

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Working on a horse!

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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…

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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

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Bugs are nice, when giving unexpected results

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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




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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:6536138--738671--EkKGiImVkAAwIGr.jpeg

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


hey guys. Hope everyone is doing well today. Sharing some more progress on my shading pipeline, with an upgraded hair shader… The hair looks convincing and full, especially from a distance




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Procedural asteroid material in substance designer…

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Experimenting with procedural nebula in substance designer, trying to get that volumetric look…


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Gas planet texture made in subst designer with a custom shader …

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Put some stuff together in my game:

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Working on environments for my game …

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