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IPSISSIMUS

This is a short video showing some of my current skill sets - as of mid 2020.
A creative piece inspired by cosmic horror and western mysticism.
All 2D/3D graphics and music are done by me, and rendered in Unity HDRP.
All game ready assets with real-time rendering.
(I used KINO for addition post-effects)

PROCESS
Zbrush sculpting back and forth with modelling/rigging in Maya. Afterwards most textures are created in Substance Painter and re-iterated in Maya/Photoshop. Same goes for the following exports to Unity HDRP. Textures exported are specific to unique shaders made in Amplify Shader Editor or Unity Shader Graph. Video in 4K was recorded with Unity's Recorder. The sequence itself runs - in Editor - at ~100fps at 2K on an AMD Raedon Pro 580.

Animation of the facemask. 3 materials used: base+decals+streaks(ghost).

Animation of the titles. 2 materials used: base+streaks.
Streaks and stones uses vertex color and tessellation for shading/fx.

~50k tris in total, ~35k tris for the head, 38 bones

~50k tris in total, ~35k tris for the head, 38 bones

Base + decal material for the facemask. 
Base uses one tileset of hammered copper made in SP.
Color and pbr values generated in shader, based on uv mapping.
No texture masks or model specific textures were painted/rendered for the facemask.

Base + decal material for the facemask.
Base uses one tileset of hammered copper made in SP.
Color and pbr values generated in shader, based on uv mapping.
No texture masks or model specific textures were painted/rendered for the facemask.

Shader-parameter variations exemplified.
Base + decal material could be used across many models of different shapes and styles.
Decal shader based upon Unity's default decal graph.
Base shader was made in Amplify.

Decal sketches. Many weren't put to use on the final surface,
but were an important part of the process of experimentation.

Decal sketches. Many weren't put to use on the final surface,
but were an important part of the process of experimentation.

Early storyboard / initial idea with early sculpt renders.

Early storyboard / initial idea with early sculpt renders.