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Small WIPs that do not need their own thread (2012)

Discussion in 'Works In Progress - Archive' started by cupsster, Jan 2, 2012.

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  1. low_seb

    low_seb

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    very nice tree ,a little too glossy
     
  2. low_seb

    low_seb

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    a rat from our current project



    2048 diffuse and normal , 4996 tris
     
  3. kenshin

    kenshin

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    Really great!
     
  4. janpec

    janpec

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    Ivanzu it looks better now.

    Very nice rat, but you could easily use only 1024 map.
     
  5. brn

    brn

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    Hi Charlies,

    Thanks for the kind comments. I wouldn't really feel right about doing an on-line tutorial because I know just how much better some people are at these things then I am. In the studio I use to work at, there were at least a handful of guys who were texture/concept specialists that could knock together amazing stuff . To give you an idea, here are just a few of the guys Ive had the pleasure of working with and there are many more who are equally as amazing .

    http://soulfulsavage.blogspot.com/
    http://rlyonsart.blogspot.com/
    http://benibana.carbonmade.com/
    http://jeremylove.com/
    http://markjdouglas.com/gallery/

    So from my point of view I wouldn't be comfortable doing a public tutorial.
    However I'd be more than happy to catch up on skype one evening and share screens. In that format Id be happy to pass on anything I know.

    @titanty, I just had a chance to look through your "The Creation of Adam" post. I can say this with all honesty if I were still in the position of hiring people you would be on the top of my list. Considering your age and experience you really do display the quality's of someone that's going to go along way. If you are doubting what I'm saying the guys on the list of links above had very little experience when we first hired them. But also displayed the personal quality's of people that do well.

    @ dogzerx. I cant promise anything but I'd would like to put a shader together for you that handles leaves well. I'll see if i get the time.

    Cheers,
    Brn
     
  6. fivearchers

    fivearchers

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    I started using the Head Look Controller for IK on the weapon arm of my models:



    Works pretty good once I figured everything out. (Also meant I discovered a bunch of problems with my overall aiming system, which I've cleaned up) So the arm moves separate from the animation, and now I have a nice bit of weapon sway.

    Now I'm mired in 360 controller hell - controllers randomly don't report in to Unity, even after reboots, driver updates, plugging/unplugging the wireless dongle. Plus someone clued me into axis 9 and 10 for separate trigger support on windows. For one amazing moment, I had left trigger zoom/right trigger fire it worked! But then I did a windows build and poof - no axis 9 and 10. If I delete my input entries I can get it working briefly, but even that doesn't always work. I cleared player preferences etc etc...nothing. So after a bit my game uses the L/R bumpers to aim and shoot for now.
     
  7. Thunderent

    Thunderent

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    Not really much to show on this model.But I want your opinion.Which of these textures(not the final textures...the model is not UV unwrapped) look better?Also any other texture suggestions?I'm looking forward of making 2 different textures for this model.

     
  8. ivanzu

    ivanzu

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    Last one looks cool.
     
  9. Don-Gray

    Don-Gray

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    Looks good to me! :)
     
  10. Don-Gray

    Don-Gray

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    Cool!
    Audio makes you feel right there.
     
  11. hekvo

    hekvo

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    First post ever in here, but i guess its time to show off some of my work.

    Currently im working on my finals in school, and the result is this asset package, set in medieval time.
    Its made to snap to the grid in unity, so everything is modular, as shown in the video.

    C&C is welcome.


     
  12. janpec

    janpec

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    Nice modular castle asset hekvo. Snaping to grid is very good idea.
     
  13. hippocoder

    hippocoder

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    I think you guys mean for desktop right? because alpha blended is the only way to fly with any decent speed on mobile.
     
  14. Westmark

    Westmark

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    You should use cutout shaders as they render as opaque and therefore renders to the z-buffer. so sorting should be right. alternatively you could use a 2-pass soft vegetation, but as 2-pass suggest it'll require double amount of drawcalls.
     
    Last edited: Jan 21, 2012
  15. Westmark

    Westmark

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    That is a really awesome package mate ;) And you finally got around to join the forums, thumbs up!
     
  16. ivanzu

    ivanzu

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    Tropical Plant
    Does anyone know how gloss map works because I cant get it to work properly does it uses black and white colors or other?
    Poly:84
    $plant .png
     
  17. janpec

    janpec

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    Ivanzu gloss map is using the same inputs as specular, which is black and white, in order to make surfaces very wet you need to use very bright specular map (a lot of white) and some middle bias black-white gloss map.
     
  18. Warrior1424

    Warrior1424

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  19. Goolygot

    Goolygot

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    I'm working on a little game called "Roller" for now.

    GAME LINK

    Can anyone say me how I can make moving lava on a flat model?
     
  20. Bladesfist

    Bladesfist

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    Ah Roblox, loved that game
     
  21. Acumen

    Acumen

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    Did some more focussed work on the main menu and the ui today:



     
  22. CharlieSamways

    CharlieSamways

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    dont know if im a huge fan of the buttons, but the rest looks awesome
     
  23. Acumen

    Acumen

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    I guess you're totally right about the buttons. Look just like they were made "rushed, cheap, 10 seconds" :D

    Worked on updating the ingame obstacles/weapons, these will fit much better than the current sci-fi ones:

     
  24. galent

    galent

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    Hi all,

    I'm bravely attempting organic models these days... not sure where this fellow will fit in, but he's on his way to being a bird like character with steampunk like equipment.

    Thoughts?
     

    Attached Files:

  25. ivanzu

    ivanzu

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    New plant!
     
  26. Thunderent

    Thunderent

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    @ivanzu that's awesome!
    What modelling application are you using?
     
  27. janpec

    janpec

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    ivanzu can we see wire?
     
  28. Yanneyanen

    Yanneyanen

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    @hekvo: That modular set looks pretty awesome!
    @Acumen: I don't think the buttons are bad, but the game title is looking so good that the rest of it has to, too. Maybe try a similar approach as in the title? Anyway, I'm totally digging the art style there ;)
    @galent: I think this guy has potential, but right now he looks like he is kind of melting..
    @ivanzu: Nice plants :)

    I tried to make my floor tiling's tiling :)D) look a little less obvious. The upper platform is still not quite properly uv-mapped, but it'll have to do for now. I also made some hay stacks and flags.






    Do you guys know a good way to make the character have a light around him when he is in dark places (like in Fallout 1 and 2, for example)? Should I just use a point light parented to the character for that? Or is there a good way to get my character more visible? As you can see, he's pretty much in the dark right now..
    I wouldn't want to use self-illumination, since then he wouldn't really be affected by any lights on the scene..
     
  29. Westmark

    Westmark

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    Last edited: Jan 22, 2012
  30. ivanzu

    ivanzu

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    Yes,here it is.I'm still going to work on improving the wireframe and need to get shader fixed.

    Blender of course.:D

    $plant r2wire.PNG
     
  31. fivearchers

    fivearchers

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    Nice work!
     
  32. NomadKing

    NomadKing

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    The new tile doesn't draw your eye to it as much as before, so nice improvement :)

    A for the lighting, yes you could use a point light on the character, or you could try adding non-obvious ambient lighting to the darker areas in order to give them some shape and depth which would help the character stand out more

    Take this Diablo 3 screenshot as an example:

    Yes the character has a light, but if you look at the non-lit areas they don't use black as the shadow colour and still have clear shape to them by a level of global illumination. Even if the character didn't have a light source, I think they would still stand out against this technique :)
     
  33. marcos

    marcos

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    Looking good! I think the collectible stars might need to stand out a bit more against the yellow backdrop though. The ones in front of the brighter yellow background sections sort of get lost to the eye.

    Looks awesome though!

    Edit: PS is that a bomb from Droppin' Bombs? :p
     
  34. stefmen

    stefmen

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    Since my image got losed in here here's the image again of my completed Dessert vegetation pack

    you can find it HERE :)
     
  35. blackbird

    blackbird

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    my latest progress from my adventure game



     
    Last edited: Jan 23, 2012
  36. Adam-Buckner

    Adam-Buckner

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    Blackbird,

    Don't forget you can embed images. From imageshack, copy the direct link:


    Then click on the "image" button in the forum software:


    Paste in the URL for the direct image link and hit "ok".

    It will look like this:
     
  37. blackbird

    blackbird

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    thank you angel , i did it at first but for some reason i get them broken ....now it works fine ! thank you again man ^^
     
  38. NomadKing

    NomadKing

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    Looks pretty good so far, but one thing - is the character supposed to look so shiny? (In particular the skin)
     
  39. blackbird

    blackbird

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    no it's not shine but i tried to give it a wet look :p but i think i failed
     
  40. Acumen

    Acumen

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    Yeh, the stars are giving me a headache, to be honest. They were changed to golden coins atm, but still kinda lack the pop they should have. But all that stuff is not really ingame material atm. I just send the rock variations to my buddy a couple of days ago. I just like to slap some stuff on the mockups and see how it plays together.
    Hrhr, bomb is not from droppin' bombs no :D Just some image from the internet, but somehow all bombs nowadays look a like ;)
    I wonder if some animation of the collectibles might solve the issue too, since I would have to use some really weird color choice for the coins. I'm really lost, to be honest.

    This is the first project that I actually bothered to consider a color palette from the beginning instead of just throwing random stuff together and I was kinda satisfied, but then stuff kept getting added and I just don't know anymore which colors fit and which don't. I'm not a true artist after all, haha :D

    @Yanneyanen: Yeh, I'll still tinker around with this. I'm just a horrible worker. After not having touched anything after 1 week, I start to rehaul and prefer every new asset above the older ones :p

    @blackbird that looks so awesome !!
     
  41. blackbird

    blackbird

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    @Acumen thank you man ^^ one question what do you think about the wet effect on the player character ....is that okay or you think it's too shiny ?
     
  42. Adam-Buckner

    Adam-Buckner

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    I hate to say it, blackbird: Too Shiny. This may be a call for a custom shader...
     
  43. blackbird

    blackbird

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    thank you for answer... i m really looking for the negative things coz that help me to make a better prototype ^^
     
  44. Farfarer

    Farfarer

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    He's probably shiny enough for "wet" but it needs proper fresnel to look good.
     
  45. Acumen

    Acumen

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    Yeh the shiny stuff is too blatant in your face, like others said too. I don't classify it to being wet but to being like plastic. Guess with all of the skin and clothes going on this should be much more subtle.
     
  46. blackbird

    blackbird

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    alright guys thanks for the great feedback ^^
     
  47. Westmark

    Westmark

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    I'm almost done with school, and this is my final school project :D

    It has been really fun to work with this kind of "random-modular" workflow, and I think I've learned a lot.

    Everything is mine except the zombies and background.
     
  48. TonyNowak

    TonyNowak

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    Very nice but the walls that you start with need more texture.
     
  49. dragonstar

    dragonstar

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    this are new features on my shooter
    https://www.youtube.com/watch?v=nkyqLoLCUsg
     
  50. osmant

    osmant

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    New vid showing my editor and some new tiles :)


    Oh and Acumen, almost ready with that demo I promised you ;)
     
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