Instead of just stills, I wanted to publish a web version of the dungeon and to showcase that my collisions are working correctly. This meant learning Github and how to create a page to host this WebGL version. So here it is:
Instead of just stills, I wanted to publish a web version of the dungeon and to showcase that my collisions are working correctly. This meant learning Github and how to create a page to host this WebGL version. So here it is:
During this unemployment/Shelter In Place, I am continuing to learn new ways to utilize my skills and keep up with emerging technologies. I learned about the basics of Unity and Unreal Engine previously but didn't have much to show, since it was learning the interface and using other's assets. This time I created my own assets while following along with the course using Maya to create the low resolution meshes, exported to ZBrush to sculpt in high resolution details then bake and texture in Substance Painter. The character is Pluralsight's asset.
Here are some screenshots of my modeling, texture, and very basic lighting with slight fog in Unity 2019: