Hero Character Lighting for Mobile Game
Using Unity Universal Render Pipeline lighting tools to develop the a opmized and lightweight scene for a detail view of the game characters. Optimized the character assets and implemented in engine for optimal performance and quality. Work done for Gear … Read More
Game Avatars R&D
These are character design R&D for Throne of Lies in 2019. Character Production Zbrush Base Character Models Female Male In Engine Armor and Rig/Skin Tests Female Starter Armor Male Starter Armor
Mesh Thickness and Real-Time Translucency – WIP
This is the first iteration of a side project that I am working on in my spare time, where I implement my own mesh thickness calculation technique and translucency shader that uses it from vertex color. GIF and video below … Read More
3 months as a Tech Art in Vietnam and how to speed up a pipeline 10 times
Hey, nice to have you here! What could your company achieve if your pipeline delivered builds every hour with huge amounts of changes based on director feedbacks? When would you deliver your current project? Maybe next month or one year … Read More
PSG Football Freestyle – 2 Years as Tech Artist
Hello. Nice to have you on my humble portfolio! In this post I will share with you the work that I did as a Technical Artist for the game PSG Football Freestyle from Hermit Crab Game Studio (Brazil). This game … Read More
Substance Based Procedural City Generator – Work in Progress
This project started as an assignment for a class in the University. Since its presentation, I work on it in my spare time. The main Substance graph is a bit messy, but I try to make it easy for me … Read More
Dynamic Cosmetics System
Full cosmetic shop system integrated with PlayFab for catalogue and store setup. Unfortunately, this is an old version, cause I am developing a more flexible and scalable version of it for the original project.
Position Based Gradient – Amplify Shader Graph
Position Based Gradient Shader – Unity Engine Shader Graph: