Of course, the sensible thing would be to use an existing game engine, but after a certain point, there is some curiosity if learning and fighting yet another game engine is really quicker that just writing something from scratch.
Some say that he is made up of exactly 15,023 triangles, and that all of his skin and clothing, come from 2 shaders???
All we know is that he is NOT the Stig, but he is the Stig's digital cousin!
Been watching a lot of old Top Gear episodes lately and decided have a go at creating the Stig.
Using Ray traced reflections in Unreal 4
Just some little creatures I imagined whilst doodling in my spare time, very much inspired by the dragon quest timekeepers.
I figured it would be a good exercise to start picking up some Unity shadergraph and see what I could do with a hatched rim technique and the end result look alright, well see how it holds up when they're animated.
Also need to cleanup the teapot textures still as I'm not feeling it.