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What Are You Working On

Discussion in 'Made With Unity' started by cupsster, Dec 10, 2010.

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  1. Acumen

    Acumen

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    thanks guys, exactly the crits I was looking for !
     
  2. CharlieSamways

    CharlieSamways

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    I got your PM, Ive been at the girlfriends this weekend so not had time to reply. but I was just offering to maybe do you some weapons in the 2d perspective like the ones on my portfolio, Im an awful teacher so I couldn't really teach you it :/ the best I could say is, find a gun online. open up illustrator and path the most distinctive outlines of the gun on one layer. then, pick a few colours that complement each other in fill different parts of the gun lines. Finally, use 'Outline stroke' and create shadows beneath the outline paths but infront of the colours.

    This is all I do for the, and I think it gives them a really cool cartoony feel ;D Ill post an image of the textured models soon maybe, they could be better though
     
  3. ivanzu

    ivanzu

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    Doing some decoration for my buildings. $ggfr.png
     
  4. KheltonHeadley

    KheltonHeadley

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    The bricks look like melted cake stuff. :)
     
  5. ivanzu

    ivanzu

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    Yeah that's my dream house its made of sweets!
    That is because of specular I need to turn it off ;)
     
  6. daviddsotp

    daviddsotp

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    Last edited: Dec 11, 2011
  7. ivanzu

    ivanzu

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    What do you think guys:confused:
    $Stairsren.png
     
  8. xxxDjdogxxx

    xxxDjdogxxx

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    hours of work and no one comments to improve D:
     
  9. goat

    goat

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    I think you didn't get any comments because it was good.

    But I also think maybe the Showcase needs sub-sections (games, modeling, textures, code/algorithm, plot, UI, animation) so people will go to the sections they are most interested in and feel most qualified commenting about.
     
  10. NomadKing

    NomadKing

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    Not strictly Unity related, but I've just finished work on the design for our new website. Had to skip a few things I had planned to get it finished (was starting to take wayyyyy too long) so I'll have to come back to it over the holidays to polish it up, but I'm pretty happy with the results.

    If people could test it on various OS/Browser combo's for errors, I';d be very grateful (I know of a few layout errors in IE compatability mode) :) Other comments and feedback also welcome :)

    Site link: www.xwiredgames.com

    Should look something like the image below!
     

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  11. daviddsotp

    daviddsotp

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    @Nomadking : No errors here. That website is super slick, did you do the design and construction ? Let me know !

    @Djdog : The model is good, it's not perfect, but if the polycount is right then it's certainly workable. As for texture take a look at this : http://www.turbosquid.com/3d-models/desert-eagle-obj/633815 , the best advice is to start with shading it yourself or with ambient occlusion and then work on the details. Remember the bigger parts of the uvmap should be the part of the model you need to put more detail in.

    @Ivan : That is wicked, I'd love to see that in a scene !
     
  12. wrm186

    wrm186

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    So I am making an FPS styled game in my free time, I am happy for the way it is turning out so far.

    You can try the game here: http://dl.dropbox.com/u/20233101/WM/WebPlayer/WebPlayer.html

    Still needs work, but coming along :) I'd love some feedback if possible.

    Edit: If anyone knows how to make the ladders climbable, please let me know :D I'm having trouble and cant find any tutorials that work.
     
    Last edited: Dec 11, 2011
  13. Duskling

    Duskling

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    It's looking good, But let me make a suggestion, Don't do all the art/level design before even touching the code. The player controller is pretty bad, I think it is the build in unity one, But I recommend going and doing all the walker brothers tutorials before making your own game. If you can't figure out how to make a character go up a ladder, then you aren't ready to make a full on game.

    Don't be discouraged though!
     
  14. JelleHusson

    JelleHusson

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    Nice work david, the potions look cool, clever texturing!
     
  15. JelleHusson

    JelleHusson

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    Here's some more stuff I've been working on, a model for one of our enemies, currently called "The Scavenger".
    It'll be a robot hound with a crystal core, roaming around in the lava world.
    Stay tuned for the textured version in the coming days!

     
  16. Acumen

    Acumen

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    instant megaman dog feeling - sweet :D

    @DavidDSOTP: totally digging your character art lately !
     
  17. AndrewGrayGames

    AndrewGrayGames

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    A wild Asvarduil appears with new Droids vs. Fungus screens!

    ...It's only a little because I've been busy and not feeling well. Mostly, I redesigned the "unit-level" buttons, and created the inset icons for them. Also, I redesigned the Assault droid, and retouched the texture on the Main Siege Droid.

    Utility and Assassin units are all that's left for the Droids' side; Fungus after that!
     

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  18. ivanzu

    ivanzu

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    Very nice website one of the best I seen.
     
  19. imaginaryhuman

    imaginaryhuman

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    I'm working on my custom vectorgraphics system which will form the basis of my first Unity game. I just got the antialiasing nailed and am very happy with it. The antialiasing has a totally variable thickness which can also produce heavily blurred edges, and it's very fast. It totally removes the need for any FSAA/MSAA. My entire game will be vector graphics with minimal textures, making for an extremely small download, instant-loading webplayer, total resolution independence and a colorful/playful graphics style. The game is going to be touch-playable on iPad and probably also the smaller devices, if the smaller screens are not too crammed to see objects properly. The next step is creating an easy-to-use-with-fingers in-game editor.

    $Screen shot 2011-12-11 at 3.25.17 PM.png
     
    Last edited: Dec 11, 2011
  20. wrm186

    wrm186

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    Thank you for the tip, as anything will help :)

    However, every time that I do upload my models to Unity I get weird shadows on models that are only colored (has no texture) such as the building. Do you, or anybody else know why this is? When I render the building in Blender it doesn't have odd shadows all over the walls.

    (here it is again so you dont have to go back :): http://dl.dropbox.com/u/20233101/WM/WebPlayer/WebPlayer.html)
     
  21. UnknownProfile

    UnknownProfile

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    This is some music for the menu of a Mac/PC game I'm working on called SAND. I know it isn't very visual, but it's still game related. The game consists mainly of the player being alone in a horror environment. The song is meant to convey some sort of solitude and a little horror. It's best listened to with headphones, as it's stereo and has slightly different sound coming from each channel.

    (and yes, it did bump this post. I need feedback)
     
  22. NomadKing

    NomadKing

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    Thanks ivanzu :)

    Thanks DavidDSOTP! Yep, I did the design and the construction :) There's still some more polish I want to add to what's there (before I go back and add forums etc), but most of what's missing is JQuery-related which is taking me some effort to get my head around :cool:

    Not really happy with the background for the pages - I'm thinking something more asymmetrical and vector based.
     
  23. NomadKing

    NomadKing

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  24. HolBol

    HolBol

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  25. Farfarer

    Farfarer

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    Got Morten Mikkelsen's derivative shader (1, 2) working in Unity.

    No more reliance on tangent space being perfectly synced between baker and renderer. In fact, no more need for tangent space at all*.



    * ...so long as you're on d3d9 or higher, at least.
     
  26. janpec

    janpec

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    Farfarer do you mind explaining what exactly does this shader do? To me it looks like bump_spec shader.
     
  27. Farfarer

    Farfarer

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    The end result is similar.

    However, it doesn't rely on tangent space like regular normal mapping does. Tangent space is a pain in the arse because different programs all calculate the tangents a different way and unless what you bake your normal map in and what you render your normal maps with use identical tangents, your result will be wrong.

    Instead this method perturbs the surface normal by using a derivative map (which records the derivative of the surface normal in texture space). You also don't have to store per-vertex tangents so you save a little memory on meshes. Blending multiple derivative textures together also works mathematically correct, unlike blending tangent space normal maps.

    So the benefits are;
     
  28. janpec

    janpec

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    Interesting seems like this is one great shader you got there.
     
  29. Westmark

    Westmark

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    @Farfarer: Awesome, I've had my share of fights with tangent space, but what can render these new "magic" maps? :p
     
  30. EISOBAX

    EISOBAX

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    i know what you mean, i think this is a blender fbx issue, try exporting it in 3ds
     
  31. multivac

    multivac

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    Farfarer, could we get a webplayer showing the comparison between normal maps and derivative normal maps? As I understand it, derivative normal maps offer greater precision at same texture dimensions. Also, do we get a free texture channel if we use them? seems like it would only need R and G.
     
  32. Arges

    Arges

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    I've continued working on our game. Here's a video preview of how the corruption spreads through the levels if you let it:



    I'm also in the process of implementing some power ups, which still need some particle goodness:



     
  33. Farfarer

    Farfarer

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    Westmark: Latest version of xNormal will render them: http://eat3d.com/forum/official-releases/xnormal-3177

    multivac: There's not much visual difference between the two. Also, I'm currently using the DXT5nm compression for the derivative maps as it's higher precision - so no extra channel. It's cheaper to unpack than DXT5nm normal maps, though (as you don't need to generate the third channel in the shader). These are not derivative normal maps, by the way; they are derivative maps - different things.
     
  34. janpec

    janpec

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    Mongolian shaman, still workin in progress sculpt. Still needs hat, accoseries and some fixed proportions.


     
  35. Enzign

    Enzign

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    Very nice looking :)
     
  36. ivanzu

    ivanzu

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    Trash Can!What do you think guys?
    $render1me.png
     
  37. Priske415

    Priske415

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    @Arges very cool!
     
  38. PolyMad

    PolyMad

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    Will you be selling this?
     
  39. Rush-Rage-Games

    Rush-Rage-Games

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    I like your style!


    Ohhh, very nice.
     
  40. HolBol

    HolBol

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    It's ma city again. On top of a hill! (there will be a house there).
     
  41. CharlieSamways

    CharlieSamways

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  42. KheltonHeadley

    KheltonHeadley

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  43. Rush-Rage-Games

    Rush-Rage-Games

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    Finishing up my gui.

     
  44. Farfarer

    Farfarer

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    I'll stick the code up when I have it worked out a bit more.

    I've some things I want to test first.
     
  45. KheltonHeadley

    KheltonHeadley

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    Honestly, I think it looks horrible. But not to just say that and leave, it's also very cool, just way to big. And whats the house in the corner?
     
  46. Rush-Rage-Games

    Rush-Rage-Games

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    Hmm, your right!

    I shrunk it, let me know how I can make it better.



    And the house in the bottom corner is to show you that the candy canes represent the house's health (your trying to protect the house in the game).

    Thanks!
     
  47. d123s404

    d123s404

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    @Rush-Rage-Games - Here's what I've got to say about the GUI. :) I think you should add a background to the "Snowmen Killed" part to make it easier to see. Also, I think the canes would look better if you angled them and shrunk them a bit more.
    Keep up the good work!
     
  48. KheltonHeadley

    KheltonHeadley

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    I was also going to say something about the Snowmen Killed, either a backround or a bolder text. And the canes either rotate them or something different, play around. Should get a nice result.
     
  49. Rush-Rage-Games

    Rush-Rage-Games

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    Thanks d123s404 and Runeflako, I'll mess around with it and post my results here! :)
     
  50. hippocoder

    hippocoder

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    Nice work as always, charlie.
     
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