Skyburn - Characters, FX, Environments

Characters, FX, and environments for a PC RPG in Unity URP. Characters used a custom toon shader with post process outlines and environments used stylized PBR materials.

I worked on enemy character models and textures, environment detail and polish, character and environment FX, lighting and post processing, and some shader work.

Kobolds - Model and Texture

Kobolds - Model and Texture

Brute Boss - Model and Texture

Brute Boss - Model and Texture

Kobold Brute - Model and Texture

Kobold Brute - Model and Texture

Wizard - Model and Texture

Wizard - Model and Texture

Combat FX - Mix of simple mesh shapes and toon FX shader.

Created FX shader in Shader Graph with emissive/dissolve attributes driven by custom vertex streams/data in the particle system.

Created FX shader in Shader Graph with emissive/dissolve attributes driven by custom vertex streams/data in the particle system.

Environment lighting, FX, post process volumes, detailing, skybox.  Terrain and foliage by Jae Cho, prop work by Parker Troiani.

Environment lighting, FX, post process volumes, detailing, skybox. Terrain and foliage by Jae Cho, prop work by Parker Troiani.

Foliage shader - added fake light transmission for some extra pop.  Base shader by Jae Cho.

Foliage shader - added fake light transmission for some extra pop. Base shader by Jae Cho.

Rimlight is masked via light direction so it doesn't have the usual edge glow and better fits in the surroundings.  It also fades out over distance from camera to lessen visual noise and better match painterly concept art.

Rimlight is masked via light direction so it doesn't have the usual edge glow and better fits in the surroundings. It also fades out over distance from camera to lessen visual noise and better match painterly concept art.