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Solidbash

Work I did during my time at the studio Solidbash, various games. Work released with permission.

Final visual look for the studio project. Cloud vfx were composited on top. Other than the trees, and rocks all models and textures were done by me.

Final visual look for the studio project. Cloud vfx were composited on top. Other than the trees, and rocks all models and textures were done by me.

In-game animation for studio project. Everything other than the UI and the trees/rocks were done by me, including animation. There is a toon shader being utilized which was from Unity's asset store. Final look wasn't established during this time.

Unity Render.

Unity Render.

Little soldiers that would run around the field, able to have their colours customized in game.  Unity Render.

Little soldiers that would run around the field, able to have their colours customized in game. Unity Render.

Boss monster used for a in-studio game. Included some of the design process. Unity Render for the final version.

Boss monster used for a in-studio game. Included some of the design process. Unity Render for the final version.

Small animation samples from various projects. Blender models were also rigged by me. 3DsMax used the biped rig, given by client.

Rigs and some game animation.

In game environment without track.

In game environment without track.

In game environment without track.

In game environment without track.

Created the model/texture/shaders for the main track. 

I also did shaders for the water, the environment and the custom post process. Environment models/textures were from a different artist on the project. I did do the giant flowers though.

Created the model/texture/shaders for the main track.

I also did shaders for the water, the environment and the custom post process. Environment models/textures were from a different artist on the project. I did do the giant flowers though.

Some of the shaders, lighting and procedural animation I did on Project Galaxy.

High poly versions of some of the drones and characters that I did.

High poly versions of some of the drones and characters that I did.

In game examples of some of the drones. In game shader was also created by me. Shader allowed for colour variations and masked materials using udims.

In game examples of some of the drones. In game shader was also created by me. Shader allowed for colour variations and masked materials using udims.

Highpoly of one of the drones and character. Character is low poly.

Highpoly of one of the drones and character. Character is low poly.

Highpoly of one of the drones and character. Character is low poly.

Highpoly of one of the drones and character. Character is low poly.

Highpoly of one of the drones and character. Character is low poly.

Highpoly of one of the drones and character. Character is low poly.

Drone rendered in Eevee. Low poly.

Drone rendered in Eevee. Low poly.

Drone rendered in Eevee. Low poly.

Drone rendered in Eevee. Low poly.

Gate Obstacle. Unity Render.

Gate Obstacle. Unity Render.

Gate obstacle. Unity Render.

Gate obstacle. Unity Render.

Giant Gate obstacle and scale ref. Unity Render.

Giant Gate obstacle and scale ref. Unity Render.

Close up with drone as scale. Unity Render.

Close up with drone as scale. Unity Render.

Obstacle. Unity Render.

Obstacle. Unity Render.

Obstacle. Unity Render.

Obstacle. Unity Render.