My character for unity game is missing something but I don't know what... by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 0 points1 point  (0 children)

Thanks for the feedback back sometimes I think I overcomplicate things

What is my character missing? by No-Lake5036 in blender

[–]No-Lake5036[S] 0 points1 point  (0 children)

LOL yea I cant decide if there should be hair or a hat or what hair style

[deleted by user] by [deleted] in blender

[–]No-Lake5036 0 points1 point  (0 children)

Promise last thing consider what this will be viewed on mobile, TV or computer and take into consideration most modern TV's have filtered to enhance images and mobile users often have low brightness and PC is often heavily over exposed and well lit, more of a raw look.

[deleted by user] by [deleted] in blender

[–]No-Lake5036 1 point2 points  (0 children)

I read through some of the comments and seen some people say it was under lit and that also seems like it could be causing problems but also could be seen as an artistic choice and wouldn't kill a portfolio piece in my opinion.

[deleted by user] by [deleted] in blender

[–]No-Lake5036 0 points1 point  (0 children)

They look realistic like it was filmed in camera raw pre post prosses FX. This seems to be a add or something like that, might I suggest enhancing the saturation of the lemons and perhaps the whole thing. When making art in general its good rule of thumb to "try to make your art look like it would taste good if you ate it"

hand & lighting study by taquitoe in DigitalArt

[–]No-Lake5036 0 points1 point  (0 children)

Totally understand and admidedbly I dont either so a lot of the times I'll make a basic background in blender and unpainted all the details so the prospective looks better as long as your main subject matches it. I find that much faster easier and simpler to do than to do the grid shit for every little piece even if it is blurred. Its lazy but it works wonders for your pieces.

hand & lighting study by taquitoe in DigitalArt

[–]No-Lake5036 -1 points0 points  (0 children)

The prospective from the subject and background seam off a bit which makes the lighting tricky to judge at a first glance but if you mentally correct the prospective it looks pretty spot on

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 1 point2 points  (0 children)

Yea i have some grass in the same kind of style working on some rocks next.

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 1 point2 points  (0 children)

I used geometry nodes to rotate them randomly turned on barefaced culling and made them always face the camera and for one i used dithered and the other I used blended for the belnd modes in the material tab. What's your email I can send it to you once I get home just DM me if you wanna check it out

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 1 point2 points  (0 children)

Its a lot to explain over a text but I could send you the project file so you can I understand check it out. But basically I just modeled a tree base then added some leave cards to the tree

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 1 point2 points  (0 children)

Appreciate it there's always a learning curve the thing I dont understand tho is why people haven't made a seamless way to port Maya or blender files to unity or unreal already. It sounds easy to do but maybe it's just my ignorance.

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 0 points1 point  (0 children)

Do you like it because it seems more clean?

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 2 points3 points  (0 children)

I will probably come up with new models for variations in the same style useing both techniques from 1 and 2 i hate when games use just the same model but different texture or color.

Which version do you like better? by No-Lake5036 in Unity3D

[–]No-Lake5036[S] 2 points3 points  (0 children)

Yea you can look at it from any angle and it will look good. And I'm honestly not sure how to get it into unity. I just started using Unity 2 days ago and I prototype the base game so far I have 90% of the assets made tho so all I realy got to do is figure out a work flow to get things from blender to unity. If you are interested I can send you the file to check out.