A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Discussion in 'Made With Unity' started by cupsster, Dec 10, 2010.
Yes, that is true... just some random game props I guess haha. But thank you for your feed back
Im working on a game called pixG i have already made the character but when i import it manually with blender 2.5 it just wont show up no matter how big i try to make it
Round hand-grip! Otherwise he gun looks kewl.
Thank you very much!
I am available for modeling if anyone wants me to model something, (I do not ask for money)
@ryanD.unity looks interesting! But a little bit to powerful wind?
@Nightshade1 what format are you importing it into unity as?
Alright last model maybe for a few days (need to get back to work on my game)
Colt... feedback please?
@Wade: I've loved revolvers ever sense Dirty Harry.
Great Revolver but I think the holes where you put the bullets in the cylinder extend all the way to the other side (according to a few pictures I found.) Not good on technical terms so excuse my rough interpretation.
It also seems you upload a lot of high poly models. Care to show us how the low poly turns out in unity?
Yes I can And the reason why the high poly is just to make it look a little nicer in picture form. And also the fact I am not all that well with modeling with a low poly count.
As for the chambers I messed up and didn't make holes for the bullets (oops)
This thread has turned into "What is Wade Working On" lol.
Haha I am sorry if it has, as I am not meaning to
Here are the models in unity (nothing added just put into there then took a picture)
P.S. I have noticed about last week that if you use just a color (no texture) it makes the model have 'soft' edges making it look bad even when set to solid in Blender. But if you use a texture it gets rid of the 'soft' edges and makes it look like the render. Any reason why that is?
lets add some diversity then lol.
Messing around with some colors. I'm not really a fan of the high contrast neck and low contrast head but I kinda like the direction the neck at least is going in. Anyone else have any thoughts? I'm trying to avoid the rather cliche vertical stripes that lots of artists pin on dinosaurs, but I guess a concept art probably would have been useful for things like this.
Coming along very good! I wouldn't even know where to begin on a Trex.
Tyrant very interesting texture pattern.
Nice one Tyrant!
Lets add some more diversity!
Hover Tanks WIP.
Pretty cool! But are you going to texture them too?
I think so, I am going to finish models first, I need to redo the bodies on them i think, Im not too keen personally
Some armor design for my game Helios:
Just a random low poly house - Got a bit lazy on the roof and need to fix the scale of the bricks:
Looks really good
Quick little head I did, started as a speed sculpt, then just decimated to muck around with:
Normal map and simple diffuse:
Aaand finally some moving footage. Due to the requests I've edited a first alpha gameplay trailer.
All you see here is directly captured gameplay from the game's current state, which is still very WIP. But it's going!
Hope you enjoy.
Sothar: Wow! There's clearly a ton of work that you've put into that project! Keep going!
Street Props pack WIP
^nice is this going to be at the asset store ?
Thanks, it certainly is need to add about 5 or 6 more models and create LOD's and different texture variations for each version then its ready to go!
Damn, man... this is HUGE texture for low poly house.. it's like negating of meaning of this word.. you can make it smaller texture and use "thirding" instead..
On 2048 you can pack entire city block!!! Or cuple of unique houses..
And for God's sake it looks terrible. Compare your work to others - it doesn't cut it.
Some concept art while I was at the office on the weekend waiting for renders:
I roughly modelled them in sketchup, setup the views, print them out, sketched over them, scanned them back in and did Photoshop stuff to them!
This is just a quick model I did in Blender of a PS3 I made for someone.
Heh - I disagree!
I think it's great! For a "low poly house". I have a game I'm working on for mobile platforms, and I'd love to have that house in it... Except, as Cuppser pointed out, for the texture. You should be able to do the texture in much much less area. 512 at max. Less would be better.
First real Beta is up on the site:
I'm trying to put it thru it's paces and I have one or two more polish things to do... but if you can break it let me know.
Things I know about:
- The drag-delta seems a bit finicky and fragile. I need to make this more robust.
Things you can do:
Left Clicking will cause primary functionality:
Click a Lootable Item (Chest) to loot it.
Click an item in the loot window to loot the item.
Click an item in the inventory window to equip or use the item.
Click an item in the character window to un-equip the item.
Right Clicking will cause general destruction/cancel functionality:
When dragging, Rt Clicks will cancel the drag.
When not dragging, Rt Clicks will prompt a removal query
Dragging will pick up icons:
Depending upon the drop-target an item will be accepted or rejected by the drop-target.
Dropping on another icon, if compatible, will swap it.
Dropping on an empty and invalid drop zone (eg: the world) will prompt a removal query.
Bags are movable and swappable
Bags can be unequipped or destroyed if they are empty..
Removed items, if set up to do so (Potions, Swords, Dagger), will be re-instantiated in the game.
Drag Drop Icons pretty much anywhere
Item slots are type sensitive
Clicking in the Game World prompts a "Destroy?" query
Clicking items without dragging either equips or uses depending on type (eg: will consume potion, will equip clothing, will add bag)
Swap full bags to a new location
Equipped Items add to summarized bonus
Photoshop? I would swear to spot the work of Copics markers there. Great marker atmosphere + endesult sir
For the comments on the house: It was for an assignment in a texturing class. I am a programmer - it was just work to practice unwrapping, texturing, etc. I know that the texture is way too large for the model and that was intentional for the assignment requirements - I posted it here because, if I understood correctly, this is the "What are you working on" thread.
Just wanted to provide some context on that project.
Really do love these Brilliant work!
Im going to drop you a PM about something
My Toy Crane - PhysX Simulation Game - W.I.P
Nice one sa7ina! Looks great.
You've even made it not able to pick up the decent toys in the box too, just like the real things!
Some Low poly hover tank parts ive been working on for a fully customizable tank game
+Small Top Chassis Weapons
+Large Top Chassis Weapons
+Base Chassis and Small Top Chassis Weapons
+Base Chassis and Large Top Chassis Weapons
+Base Chassis Weapons, Armour, Speed
All just prototypes and testing material at the moment
Haha, So true :')
Softbodies and Fluid Dynamics:
you mean it's good or bad?
I mean it's good, and I laughed remembering how terrible I was at those things as a kid, and then remembered the second Futurama episode with one.
Hello, I really like your little/big crane game! But im still new to unity and I was wondering how do you get the glass like texture on the glass?
Actually it's not the final result. I'm still playing with shaders.
Here's an early preview of a screensaver effect I'm working on. It's realtime blobby objects with energy field animation, running fast and smooth in high-resolution, full-screen.
I'm still working on my Windows screensaver framework which will be out soon and this effect will be one of the first screensavers that I'll sell. I'm working with Unity Tech on a small legal issue regarding how the `powered by unity` logo is handled for Unity Free users. That should be clarified soon.
I think there is potential to make a game with a realtime, totally dynamic environment based on this - something I'll be exploring
I couldn't wrap my head around some errors that my project was throwing me earlier, so I threw this together to try and clear my head. It may actually get turned into something in the future, but for now, it is a project to throw new stuff at whenever I get too wrapped up in my primary endeavor.
That looks awesome!!!
Thanks Looks great when it's in motion.
ImaginaryHuman: Can you post some moving footage? Heck, even if it's watermarked by a demo screencaster, it would be great to see!