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Discussion in 'Works In Progress' started by cupsster, Jan 2, 2012.
Starting to work on tiles for my 2D game.
Roots has been updated
In this video we showcase testing our team extraction gamemode
A smoke beacon is placed in the center of the map, players/teams must take this beacon and hold on to it as long as they can, player/team that hits the set time limit or that held it the longest when time runs out, wins the match;
Killing does not give points in this gamemode;
leave feedback http://forum.unity3d.com/threads/13...pdown-shooter-official-thread?highlight=roots or on http://www.reddit.com/r/shooterROOTS/
Sci fi building
Just fiddling around, no real spec map, no good normals, basic lighning
Love it! You have a great style. Will this be a modular kit to make buildings or premade buildings?
this specific building is a premade one i use to test. one texture for exterior and one for interior (the interior is missing at the moment as you see )
i hope to "convert" the workflow over to a modular exterior/interior set.
and thanks for the flowers
You might want to check out how the Fallout 3 editor used "Kits" to make their world.
Very cool, I love the style.
Love it shlumpf... can't wait to see the full pack.
Baseball bat if been doodling with for the last hour, only 182 poly's , does anybody have any tips or a link on how to make a specular maps? im having quite alot of trouble with it.
@Christiaan Looks awesome!
Not sure if I'll finish it, but...text system...
I still want to make an RPG, so I have gone back and revamped some of my NAFRPG assets a bit. Now that I have that improved male/female human model from the multiplayer project that sort of died...I might can pull it off...we'll see.
Meh. been practicing my modeling, haven't done it for awhile. created this blocky knight character.
about double that in tris
Here is a front view, without shading and all the polys in their glory.
And then this with AO
spec tut 2
i hope this helps
A little house I made last night. Lightmapped in Unity.
And im back.
After playing to much games and slacking I was in the mood again to create some art.
this will become the mage for my project that i'm working on
feedback is welcome!
Yes, thank you so much that help me out alot
I find the text panel really good. Clear and elegant
Very nice, reminds me a bit of the game portal texturers.
182 poly's and 1024 x 1024 diffuse map
@Christiaan looks good...but the image looks too dark for me.Did you follow the tutorial from cgtutsplus?
Now for some critique.
The model looks good...low-poly,but you should pay attention to where your scratches,dirt,rust goes.More used parts like the "side-handle" would have more scratches.You could also add some grafitty on the front face of the dumpster and move those scratches on the corners.
Does it have a normal map(you could bake the high-poly to the low poly)?
Keep it up!I really like your Baseball Bat.
A specular map is nothing but a map which denotes areas that show gloss. So on your wood, you would have a rippled specular map from the gloss on the bat, areas which are torn would have no specular. As well the grip, which should be a vibration absorbing material should also have no specular. No specular could also mean a noise specular to add irregularity.
Now, I would take the wood texture and blow it out to a grayscale and make the whites a touch whiter than the dark striations. Where the marks are, I would add some noise to it, and blend it into the grayscale is. Make it very dark though. On the grip, I would use slight speckled noise on a very dark background. Maybe add some shiny spots where hands would have worn on it a bit.
Specular is also color, so if you had a specific reflective color, you could add it in as well.
thanks , yeah i quess i went a little mad with the scratches haha, it makes alot more sense to place them where they are more frequently used, grafitty is a great idea, ill deff add that, and no i dont have a normal map, since my sculpting skills are pretty pathetic, i didnt follow a tutorial btw.
anyway thank you four the critic, its exactly what i need
hmm ill see if i can make that work, thanks for the info
That is a hard-surface object which means that its done with subd/turbosmooth modeling you can do hs sculpting too but its harder.Then you bake normals onto lp object.
Some shots from new levels I'm currently working on. Obviously very much a work in progress (no lightmaps baked on the maze level, textures missing, placeholder models etc etc).
ty. Working on building a full-out conversation system for it.
[Lie] It will be very difficult, because of how I implemented it.
EDIT: Argh. Screenshot. I could go the extra mile and add camera transform/rotations as an optional parameter of each shot, but I think that's a bit overkill. For now this will work...
Closing off this thread. Please check out the new rules, and the 2 new threads for art / game work in Unity.
What this means is: Continue to post your WiP's just as you have been, but in one of the two new stickies threads. There is one for art and one for games. If you need one for code systems, we can make one for that.