Deadpan Games

Former graphic designer, self-teaching game art creation and game design in Blender and Unity.
"Deadpan Games" title is aspirational ;D

Criticism/comments welcome at any stage of any project.
Follow me on Twitter @deadpangames

galaxynextdoor:

Crytek unleashes their CryEngine 3 Real-time tech demo. My video card weeps

Crytek is showing off that they’re ready for next-gen now. If you have the hardware expect Crysis 3 to really make you say wow. 

(via invertedyaxis)

Gauges!

Gauges!

Finished Machete (Blender/ZBrush/Unity). High poly uses reflective bumped spec shader, low poly uses bumped spec.

This stuff is looking so good. I love the hand-painted texturing! Awesome palette too

(Source: 3dcube)

Wooden gladius sword in Unity. I was aiming for under 500 tris and it ended up being 492 ;D

RE: Black artifacts in previous post

Turns out that black was the background of my diffuse map… somewhere between Blender->ZBrush->Unity my UVs got misaligned at the seams. Possibly caused by not applying displacement correctly in ZBrush..?

Starting from scratch again in 3..2..

Failed texturing effort! Screwed up the UVs, which gave me ugly seams and some weird, black artifacts in Unity. Probably easier to just start over from scratch on this one. Oh, if anyone has advice or knows what caused that black junk please let me know…

Finished the sculpt on my next sword… diffuse and poly reduction next! Currently around 8000 tris so it is ideal for anyone who wants to make a game that only has this sword in it.

This is my first proper attempt at next-gen game art using a Blender>ZBrush>Unity. So far it is equal parts fun and brain-hurting.

Sword I made in Blender/Unity3D. I rushed the textures a bit, next one will be better..