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Life by You - Paradox Tectonic (Technical Art)




Parallax Cubemap Shader for Faux Interior

In order to optimize rendering, there was no need to render any interiors when the player view was zoomed out to the exteriors of the buildings. Using Unity's Shader Graph, I created a shader that uses a cubemapped faux interior texture and renders it with parallax relative to the view camera, effectively hiding the empty interiors when the walls are visible.



Character and Clothing



  • Designed and implemented a comprehensive character avatar customization system.

  • Designed clothing layering customization to enhance user experience.

  • Executed advanced character rendering techniques, including skin and clothing technology, subsurface scattering, and cloth and hair physics

  • Responsible for facial and clothing asset skin weighting.

  • Integrated in-game inverse kinematics (IK) systems with animation data to achieve realistic character movements.




Environment and Buildings



  • Developed detailed terrains through sculpting and painting techniques.

  • Enhanced environmental visuals with foliage and set decorations.

  • Designed lighting schemes, encompassing time-of-day and indoor/outdoor lighting profiles.

  • Created and optimized post-process profiles to elevate visual fidelity.




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