Fox Turntable
Trails and Particle Generators with Blender Geometry Nodes
Material Blending. Vertex Color and Height-based blending.
Vine Generator with Blender Geometry Nodes
I played Tunic a few months ago. I really liked it and wanted to make fanart. I don't have a lot of stylized artworks in my portfolio, so that's two birds with one stone.
I loosely followed the drawing/concept art in the manual, with some interpretation. For example you don't have the crown and dashing ability for this boss fight, but that's one of my favorite abilities and it looks cool, so I went with that.
I decided to do all the hand painting and reduce the use of procedural generators, symmetry, shading and so on. It comsumed more time, but the imperfections are a subtle improvement and add a lot to the hand-painted feeling, which cannot be done with a fully procedural setup.
Technical details:
-Triangle counts (LoD 0):
*Fox 5,688.
*Sword 636.
*Shield 364.
*Boss 4,388.
*Statue 3,783.
*enemies 1,088.
*Environment props : between ~30 and ~1000, depending on complexity and scale.
-Material list:
*Tileable : Floor Tiles (4K), stone trimsheet(4K), and blue floor tiles(2K). All are blender with the grass material using VCol+height.
*Unique : vegetation (trees, grass and vines. 512x512), fox(2K), fox statue(2K), boss(4K), flying enemies(512x512).
-Software used:
*Blender : Sculpt, modelling, UV unwrap, rigging, tileable Materials base.
*Substance 3D Painter : Baking and texturing.
*Substance 3D Designer : Tileable materials.
*Unreal Engine : Layout and rendering.
*Affinity Photo : Breakdowns, presentation and minor color adjustments.