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RawFormula

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A member registered Jan 04, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

japanese


(1 edit)

mongol warrior

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started asian  nomadic warrior series

first, hungarian (magyar) warrior


free TPI

just came across my screen


800k  poly

https://www.mediafire.com/file/bs5uqonksqtey1b/angry+paws+bear+character+3d+mode...


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yeah quite satisfied w quality

though retopo to 50k introduced artifacts  (which is easy to correct by text repaint)


(2 edits)

starting hi-def yakuza models

 

having the full storyline, keeping the scope managable.

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italian mobster

future series: 

italian mobsters,  black/jamaican, yakuza in tracksuit. fishermen. bikers. ANY REQUEST?


no, it does not.

probably from here.

but any animations that can be retargeted (like mixamo etc), can be used with it.

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style experiment



not planning to use them, so raw files available for free

50k tris obj file

https://drive.google.com/file/d/1GC3h0w3wnk23fS-PXY1ArMfwjIljxeAv/view?usp=drive...

chinese 1



price of loyalty  2nd page


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I use either tripo or hunyuan.

if there's too much triangles, you need to decimate. 

usually always some editing is needed, like fingers vertices, mesh vertices and sometimes uv edit. then some weight painting for the rig.


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(2 edits)

some new creations



great work.

can you make that each storey, balcony etc is a separate object? (for realtime purposes, like destruction)

(3 edits)

scene transition system

based on objects and shaders

scene1 >> scene2 with character transfer, persistent objects



(1 edit)

tested

ComponentCopyTool .cs

component copier for unity3D  

[needs to be put in Editor folder]


using UnityEngine;
using UnityEditor;
public class ComponentCopyTool : EditorWindow
{
    Transform source;
    Transform target;
    [MenuItem("Tools/Component Copy Tool")]
    static void Init()
    {
        GetWindow<ComponentCopyTool>("Component Copier");
    }
    void OnGUI()
    {
        GUILayout.Label("Copy Components", EditorStyles.boldLabel);
        source = (Transform)EditorGUILayout.ObjectField("Source", source, typeof(Transform), true);
        target = (Transform)EditorGUILayout.ObjectField("Target", target, typeof(Transform), true);
        if (GUILayout.Button("Copy Components"))
        {
            CopyAll();
        }
    }
    void CopyAll()
    {
        if (source == null || target == null)
        {
            Debug.LogError("Assign source and target.");
            return;
        }
        Component[] components = source.GetComponents<Component>();
        foreach (Component comp in components)
        {
            if (comp is Transform)
                continue;
            UnityEditorInternal.ComponentUtility.CopyComponent(comp);
            UnityEditorInternal.ComponentUtility.PasteComponentAsNew(target.gameObject);
        }
        Debug.Log("Copied successfully");
    }
}

hi. 

what is the format (fbx, obj, other) ?

what is the tricount?

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as usual original ip rates apply (*10%)

sorry I dont use discord

here's some work of my:

https://payhip.com/rawmedia/collection/all

what kinda genre are you interested in?  would you look at it like you part of the team for a game - maybe you do own version in an engine?


I have a couple ideas (that why genre is important) 

in my view  the setting/look and story is important. setting for game environment, story for character design and audio.

-- simple ideas (all with physics):

- Truck racing in desert, Boat racing on ocean, Taxi driving in city (tech not yet ready)

-- a scene from a movie - reproducing in game (but no copy, reimagining, no IPs). not gonna talk about it in public which scenes

-- story game around a character: shark hunter. guerilla soldier. gang biker. hitman. 

-- and mi have mi own IP,  sumo stuntmen

create a picture of it

boy series