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Sail Ship DX11

Discussion in 'Made With Unity' started by Magoga, Jan 24, 2013.

  1. Magoga

    Magoga

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    My project for DX 11 contest has begun shift to asset store



    Download BUILD here!

    FULLY AVALIABLE ON ASSET STORE!











    the price is not yet determined, I think is expensive now :rolleyes:























     

    Attached Files:

    Last edited: Apr 29, 2014
  2. gizm0san

    gizm0san

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    Ship looks awesome! How long did it take you to model that?
     
  3. Magoga

    Magoga

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    22 days in evenings and at night after job))
     
    Last edited: Jan 24, 2013
    JamesArndt likes this.
  4. elias_t

    elias_t

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    Very nice! The ship is AAA quality. And the tesselation on the ropes is excelent.

    The frame rate looks good also.

    What kind of sea shader/system did you use?
     
  5. Magoga

    Magoga

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    I'm still not very well understand with DX11, because I'm not a programmer, I'm 3d artist, so the water is quite simple
     
  6. gizm0san

    gizm0san

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    Yeah, I'm a 3D Artist also, wrapping my head around the dx11 shader for the competition was very challenging since the only coding i've done was simple javascript.

    its a great portfolio piece!
     
  7. Pulov

    Pulov

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    WOw, the ship is mega AAA quality, very impresive.

    I did not like how the ocean looks, until it does refleckt looks cheap, also too wavy.
    I wold suggest to try to improve how the sea hits the ship, add some particle or any other effect at the front and some effect that somehow draws the trail of the ship in the sea.

    But eh, dont missunderstand me, the stuff is awesome!
     
  8. Arkhivrag

    Arkhivrag

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    Great work
     
  9. Magoga

    Magoga

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    i was glad to make a better sea and foam FX, but not enough time ;(
     
  10. caldrin

    caldrin

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    awesome work..
     
  11. virror

    virror

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    What an amazing amount of detail and quality in that ship!
     
  12. n00body

    n00body

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    @Magoga:
    Very nicely detailed ship.

    @the artists of the thread:
    You really need to pair up with graphics engineers. The engineer needs your professional art assets to test their shaders, and you need their expertise in making efficient shaders with new features. Once you develop a synergy, you can pull off some truly amazing work.

    At least, that is what happened with me. :p
     
  13. Neodrop

    Neodrop

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    Congrats! I wish you'll win.
     
  14. GeneBox

    GeneBox

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    Looks absolutely stunning!
     
  15. imaginaryhuman

    imaginaryhuman

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    Nice exhibit!
     
  16. cemnahit

    cemnahit

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    Very nice, can you share your work as an executable demo ??
     
  17. Jacal

    Jacal

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    Great work man, this competition brings many awesome projects with it.
     
  18. piluve

    piluve

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    Just.. Wow?
     
  19. brilliantgames

    brilliantgames

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    This is extremely amazing. I loved the name of the ship "Tessela". ;)
     
  20. kenshin

    kenshin

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    Really a great work!
     
  21. laakerules

    laakerules

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    Dang! Those ropes are super realistic, and the mast is also! Better than the ships in AC3
     
  22. Molt

    Molt

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    Very impressive piece of work, nice to see DX11 features used to add realism and depth to a scene rather than apply overblown effects.
     
  23. Magoga

    Magoga

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    yep, but I'm in another city on a business trip.
    just wait a few days )
     
  24. Magoga

    Magoga

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    thanks all for good comments!
    how it was in reality :D
     
    JamesArndt likes this.
  25. Sir-Tiddlesworth

    Sir-Tiddlesworth

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  26. xenius

    xenius

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    Amazing work! Seriously, the materials, the sculpted rope, the overall composition of the scene are wonderful.

    I noticed however, that you have some visible artifacting occurring on your UV seams on you ropes, the same problem I've been banging my head against for the past 3 months. ex:

    $ropeseam.png

    What program are you using to do your high-to-low poly transfers in? I ask because, it looks like you're having a normal discontinuity due to baking in a different Tangent Basis Space than Unity uses to reconstruct with.

    The only way I've found around this, is to bake everything in xNormal, and use the plugin listed here:
    http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/

    Frankly, I find xNormal a bit cumbersome to use for every object, but its the only solution I've found for getting a _flawless_ normal map bake, which means of course map transfer using maya, zbrush, mudbox, topogun, 3dsmax, etc. _ALL_ produce ever so slightly flawed normal maps. One only tends to see it on the seams, but objects with really big discontinuity between vertex normal and normalmap pixel tend to produce really divergent results from what one would expect.

    Hope this has not been overlong, and at least somewhat helpful. I wanted to bring this all to attention because its the only blemish amongst an otherwise stunning scene!
     
  27. Magoga

    Magoga

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    Added link to build.
    now everyone can download it!
    i created simple quality switcher, because i was create this project on GeForce GTX 660, and have ~60-70 FPS
    i recommend launch it on Hi-end devices like my;)
     
  28. angel_m

    angel_m

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    Fantastic work. Congratulations!
     
  29. jwinn

    jwinn

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    Looks great! Good luck with the contest. And thanks for providing the build.
    The water craps out on my Radeon HD 4800 series..all pink (guess that's getting a little dated now, even though drivers are up to date). You should add a quit option to the Escape menu :)
     
  30. Magoga

    Magoga

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    only alt+F4, only hardcore!
     
  31. KarelA

    KarelA

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    Hi

    Do you have any plans to put this project into asset store? It would be great learning material :)
     
  32. Magoga

    Magoga

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    yep. but first. i'll want to complete a captain's cabin and more..
    will see ;)
     
  33. Magoga

    Magoga

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    Last edited: Jan 31, 2013
  34. Magoga

    Magoga

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    Last edited: Jan 31, 2013
  35. Magoga

    Magoga

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    Last edited: Jan 31, 2013
  36. Magoga

    Magoga

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    Last edited: Jan 31, 2013
  37. caldrin

    caldrin

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    That is awesome :) DX11 for the win
     
  38. hellcaller

    hellcaller

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    Soooo epic!!!
     
  39. Prion Games

    Prion Games

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    UDK who?........................LOL!
     
  40. Magoga

    Magoga

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  41. virror

    virror

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    Wow, thats a huge difference there on the ropes : D
     
  42. mgeorgoulopoulos

    mgeorgoulopoulos

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    Looks very good, good job! :)

    May I ask how you achieved the side/back wake for the ship on such a wavy surface? Do you have a highly tesselated plane, displaced by the water height at each vertex position?
     
  43. Jokerminator

    Jokerminator

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    Except the flicker here and t-her-e this is a very nice demo and a pretty cool ship! :D
     
  44. Mihai93

    Mihai93

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    please can you tell me what image effects you used and how you setting it?
     
  45. Magoga

    Magoga

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    SSAO
    LightShafts
    DOF
    FXAA
    Global FOG
    BLOOM
    CameraMotionBlur
    Vignetting
     

    Attached Files:

    Last edited: Mar 8, 2013
  46. rmele09

    rmele09

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    awesome work
     
  47. KEMBL

    KEMBL

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    Great ship, why he had not fired from some cannon? :) big bada boom!
     
  48. Almaj

    Almaj

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    Nice work! You are a true artist
    give yourself some money and release it on the assetstore!
     
  49. bigkahuna

    bigkahuna

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    Absolutely beautiful!
     
  50. Wolfos

    Wolfos

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    Tip For realism you can add a very slight chromatic abberation effect. I think Unity has that effect in the default package and it's an artifact added by photos and videos. It adds to realism because our eyes expect to see it.