Can you tell us about yourself and your team?
The team is basically myself, Fabio. But I do have several guys that helps me sometimes in specific tasks such as modeling or concept art. I started in 2011 with the Unity Asset Store and I am located in Brazil, but the “team” is located anywhere in the world.
The team is basically myself, Fabio. But I do have several guys that helps me sometimes in specific tasks such as modeling or concept art. I started in 2011 with the Unity Asset Store and I am located in Brazil, but the “team” is located anywhere in the world.
What is your personal favorite model or model pack that you’ve worked on?
I’d say that “Heroes – Goblin Warrior” is my favorite so far. It was the first one that had a more complete pack of features such as normal map and facial expressions. I had a great time doing his funny faces.
I’d say that “Heroes – Goblin Warrior” is my favorite so far. It was the first one that had a more complete pack of features such as normal map and facial expressions. I had a great time doing his funny faces.

What software do you use to create your amazing assets?
Most of the time I use only 3DS Max and Photoshop, but I also use Zbrush and Quixel on the packs that have normal maps. The team uses many different software. Most of the time I don’t even know what software they individually use.
Most of the time I use only 3DS Max and Photoshop, but I also use Zbrush and Quixel on the packs that have normal maps. The team uses many different software. Most of the time I don’t even know what software they individually use.
I always use CAT from 3DS Max for rigging. It is a great tool, but sometimes it can be really annoying due to some bugs. Most the time I enjoy the latest stages during texturing, where the pack is coming to life. But the early stages in Zbrush is fun too. Most of the time animations are where the problems occur, even though it is really fun to see those little guys moving like real creatures.

Most of your assets appear to be low poly/mobile assets. Have you considered creating next-gen assets, for PC or console?
Some of Polygonaker packs could be considered “next-gen” assets. The Heroes Goblin Warrior has normal maps, facial expressions, cloth, PBR Shaders and has around 9000 tris. But even this one comes with LODs and hand painted version of the texture for mobile use.
Some of Polygonaker packs could be considered “next-gen” assets. The Heroes Goblin Warrior has normal maps, facial expressions, cloth, PBR Shaders and has around 9000 tris. But even this one comes with LODs and hand painted version of the texture for mobile use.
Most of Polygon Maker customers are looking for mobile assets and my professional background is 99% with mobile games. Currently there is not a plan to go totally “next-gen” with “PS4 characters for FPS games”. But more middle ground characters will keep being made for Mobile/PC/Console developers. I have received a lot of feedback about being able to achieve a very good look on the packs with such optimized polycounts. This is probably why it is not hard to make a game for PC/Console using Polygon Maker packs.

What are you working on next?
There is a big list of what I want to do next. I am having a hard time prioritizing. But there are several more enemies and a bunch more cartoon characters planned for 2016.
Anything else you’d like to add?
I am always looking for ideas and feedback about the products, and if y’all find anything that is out of place, please let me know. This way this can be fixed and will help other users.
Also if you are interested in some new pack or an update for an old pack let me know. Polygon Maker is always in search for new ideas!
Check out Polygon Maker’s incredible assets on the Asset Store!