Sunday, November 10, 2013

Some Unity Shader work


Just adding some more functionality so i have more control over the shader for this dude in Unity. The big addition is the RGB(A) Comp Map slot. Which takes the RGB channels into account;


R = Specular
G = Gloss
B = Translucency
A = (Still undecided on this)

So this is what it looks like in Photoshop. Because each channel is black and white, it causes a bit of a problem for skin specular, so I just added the Specular Colour node so you can tint the black and white spec to get the effect you want. This is how the translucency works too in conjunction with a mask. I was for some reason having trouble with the Gloss at first, but it seems using a vector 1 instead of a range slider comes out nicer than I thought it would.

I'm undecided on the alpha channel and what it could be used for. I was originally going to use it for emission but at the moment, emission is taken up by the fresnel effect. So it could just be used for the standard alpha transparency I guess.

After this I'll be working on the eye shader or something.


Tuesday, November 5, 2013

Ostrich Courier


I've been motivated by DOTA recently, perhaps due to the ward Item i modelled recently but I've always been taken to the couriers more than anything else. So I thought I'd make an ostrich courier.



Couriers have a maximum count of 3000 triangles and currently it sits at 1866 which i'm happy with because it's the bulk. It means I can spend some more time creating and figuring out the flying version. I was taken to the idea of it being ridden by some sort of creature that would carry it. I'm not too sure how it will turn out but that's the whole point of this exercise really, to try and make something look sweet with relatively low triangle counts.
512x512 with various AO Bakes

This is the uv space so far. There is space left intentionally so that I can fit in some other things like the hair, hair and the bags at the back. I'll probably have to readjust things to accommodate for another character, that is if I go ahead with it. I'm also wanting to change up the hat a bit too, instead of a Fez i was thinking of something a bit warmer.

Sunday, October 27, 2013

Dota Item Texturing WIP


So here is the current progress of the dota ward. Trying to get the colour scheme to look right.

Saturday, October 26, 2013

Dota 2 Item

It's been on my to-do-list for a good while now and coincidently the animator at work postulated that we should join forces and create something for Dota. Now because neither of us have actually made anything for Dota we're going to take baby steps and create a ward, to test the waters and see where that takes us.

So I started Friday night after we talked about it and I managed to get the sculpt, low poly and bake done. I'm changing the sphere on top for one more optimized.



In 2nd image the tricount is 1478, though with the new geometry for the sphere it's cut down to 1350-something. Which is great as the maximum tricount for Wards are 1500.

Monday, October 21, 2013

Stubble Mini-tut

May take awhile to load :(

Just wanted to share how I got some stubble detail on the normal map without much effort. Hopefully someone may find it useful.

Sunday, October 20, 2013

Added a hat.


Added a police hat. I considering the idea of doing a full body with this guy. I was initially planning on just doing a bust with a section of his collar showing. Hmm.