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WIP Small Works Art Thread

Discussion in 'Art Assets In Progress' started by Tim-C, Jul 26, 2012.

  1. AlexZimich

    AlexZimich

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    Here are the files for anyone interested. Im going to start on something new soon
     

    Attached Files:

    Last edited: Jan 18, 2016
  2. AlexZimich

    AlexZimich

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    Yea, im back. Heres something ive started sculpting. Im about a few hours in (modelled in maya first) and im content with how its turning out. Theres lots of work to be done tho.

    This is sculpting for the sake of sculpting mind you. Ive put no thought into a lower poly model.
    I may colour it too ;D

    EDIT:
    apparently mudbox can make video. cool
     
    Last edited: Jan 19, 2016
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  3. Kellyrayj

    Kellyrayj

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    Rigged and animated this little spellcaster guy. Here is a loop of his animations.

    spellcast.gif
     
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  4. Will-Morillas

    Will-Morillas

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    Here are a couple images of the proccess of my new character pack, each character has around 4300 tris, textures need more work


    CRPRMales.jpg
    CRPR-Female.jpg
     
  5. AlexZimich

    AlexZimich

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    Not sure If this is done, so heres progress so far.
    I may be done working on it for a while.

    Hope everyone likes!
     
  6. canaljuegos32

    canaljuegos32

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    A dungeon i am making while I learn unity:

     
  7. redpanda

    redpanda

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    My new environment is available!



     
  8. AlexZimich

    AlexZimich

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    Heres what Ive been working on today. Its pretty rough right now but its WIP
     
  9. Tiny-Man

    Tiny-Man

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    Halo carbine in unity.

     
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  10. AlexZimich

    AlexZimich

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    WIP but new

    Id wait for HD to kick in and see it full screen, otherwise it doesnt look as good :p

     
    Last edited: Jan 24, 2016
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  11. Billy4184

    Billy4184

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    Beginning work on the high poly of the ship for my Space Combat Starter Kit. This one will have a fully modelled interior cockpit as well.

    Screenshot.png

    Screenshot2.png

    Screenshot3.png
     
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  12. Will-Morillas

    Will-Morillas

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    First pass on the clothes, WIP

    CRPR_M-CLOTH.jpg
    CRPR_F-CLOTH.jpg
     
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  13. AlexZimich

    AlexZimich

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    Happy with the face now. Kinda
    Im done. Not going to finish it as that i cant get the hair right
     
    Last edited: Jan 24, 2016
  14. marcos

    marcos

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    Playing around with modularity:



     
  15. Billy4184

    Billy4184

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    Making progress...

    Screenshot4.png
    Screenshot5.png
     
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  16. HolBol

    HolBol

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    Started texturing the exterior. So far it's just diffuse+normals.
     
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  17. Kellyrayj

    Kellyrayj

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    Did a mock up of what this little game I have in mind could look like:

    Screen Shot 2016-01-25 at 9.09.11 PM.png
     
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  18. AlexZimich

    AlexZimich

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    Working on something new, different
     
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  19. marcos

    marcos

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  20. Tiny-Man

    Tiny-Man

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    Halo Carbine is done.
    Rendered in unity 5.3 (those ggx shaders you know) :)


     
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  21. Whiteleaf

    Whiteleaf

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    I've given up on my Sci Fi Multiplayer FPS and have moved to something simpler. Still a multiplayer FPS, but much less complicated. I'm thinking something called "Geometry Warfare", or something like that. I drew some quick concept art.



    And considering the lack of vertices/faces/triangles this game will have, and the fact it will either be flat or toon shading, it will most likely run on the oldest of potatoes. At least, nothing older than early 2000's.

    reason for giving up on my other one is to learn more about PUN, and networking in general.


    EDIT: Didn't want to double post, so I'll just post the post inside this post(post-ception).



    First character, not final and both the shotgun and him himself will be remade. He has no real name yet, right now he's formally known as "cube".
     
    Last edited: Jan 27, 2016
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  22. Will-Morillas

    Will-Morillas

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    Testing the rigging
    coso01.jpg
     
  23. Billy4184

    Billy4184

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    Exterior almost done. I don't quite feel there's enough detail but I'm going to move onto the interior and come back to it later. Pretty happy with how the textures turned out.

    Ship is 4000 triangles and wearing 2k textures, rendered in Unity 5.2.

    screenshot1.png
     
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  24. Tiny-Man

    Tiny-Man

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  25. SiegfriedCroes

    SiegfriedCroes

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    I made a few enemies for Tales of Lena :)
    (note: they are WIP, that's why they're missing proper shading)



    More info: www.facebook.com/talesoflena
     
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  26. ColorStorm

    ColorStorm

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    Trying to create simple vertexpainter togeather with some shading for an over operation with heightmap blending. The vertexpainter is still very rudimentary but it seems to work & can save asset data. Might put this on asset store with some inspirational modular enironment if there is any interest.

     
    Last edited: Jan 28, 2016
  27. b4nj0

    b4nj0

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    A Playerworld i'm working on for asset Store

    Completly based on Unity standart assets, without any extra magic.
    Works with PBR and GI , so you can use it for any time of day.

    Some more data:
    Background mesh:
    10x10km
    32k triangles (to much for desktop games targeting 10km viewrange?)
    4k PBR textures

    Playable Unity terrain: 2x2km ,
    1025px heightmap,
    2048px Splatmap,
    4x 4k Terrain textures for base texture layer

    Everything else you see(Foliage, Imageeffects, Lighting) is part of Unity Free version

    Because the World only uses Unity included features(no custom terrain , no custom shaders, no custom lighting), you can use all the Assets and Tools you have that work with Unity standart assets and terrains.

    The texturing serves as a base coating and approximates real life behavior of Materials.
    Its the best starting point and reference for your artist to put in your own detailed Texturing.

    The size of the base Textures tryes to get the best middle between close and distance range viewability, so you can customize it in the directions you need for your project.

    I'm open for any feedback you have







    Szene Window Overview:




    In these screenshots i only changed the directional light rotation, to create a sunset lighting and show the GI compability.
    all other lightsettings are the same.



     
    Last edited: Jan 29, 2016
  28. Adam-Buckner

    Adam-Buckner

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    Looks great! Have you looked at the atmospheric scattering script that comes with the blacksmith demo? Download the blacksmith demo, and if you want, watch the introduction session in live training for more info. This script is a free unity asset and does great things to big terrain.
     
  29. b4nj0

    b4nj0

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    Thank you very much for your feedback.

    Blacksmith demo and live training was my main resource to setup this world, since its the first time i'm touching enviroments at all and i'm just a unity amature.

    Thank you for the reminder with the atmo.scattering. i havn't payed much attention to the extra gimmicks shiped with Unity essential assets, because i don't know about the legal situations for using them in commercial assetpacks or games.
    I also noticed alot of people complaining that the blacksmith demo shows, that you need to add alot of gimmicks to create huge RPG/FPS enviroments in unity.
    I wanted to show what can be done just by downloading Unity and using it out of the box.(plus standart env. package and standart image effects)

    I'll defentely take a closer look to atmo.scattering script for final presentation.

    Thank you for your advice and feedback and all the great work you guys are doing here.
     
  30. Adam-Buckner

    Adam-Buckner

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    All Unity assets should be available to use in any Unity project, commercial or otherwise.
     
  31. b4nj0

    b4nj0

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    Thats realy good news, thank you very much
     
  32. weashell

    weashell

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    Recent fxs and scene setup im trying to improve. And my poor victims :)
     
  33. Billy4184

    Billy4184

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    Highpoly cockpit for the player ship in my starter kit.

    CockpitFar.png
     
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  34. b4nj0

    b4nj0

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    2 more Scenes created with my Terrain Landscape and Unity native Tools.
    many different Spots of interest in 2x2km





    Terrain and mega Backgroundterrain in Editor:
     
    Last edited: Jan 31, 2016
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  35. dreamhead

    dreamhead

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    work in progress-gatehouse. work for my portfolio
     

    Attached Files:

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  36. Adam-Buckner

    Adam-Buckner

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    What are you sing for your landscape mesh? Is that a mesh import from Real World Map Data? Or is it something else?
     
  37. b4nj0

    b4nj0

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    The meshdata for the playable Terrain and mega Terrain is generated with a combination of Worldmachine and Blender(back and forth).
    I use Real world Images for reference.
    I personaly don't like using real world data.
     
    Last edited: Feb 1, 2016
  38. Billy4184

    Billy4184

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    Redid the high poly of my ship cockpit, a lot more snazzy as the other one looked pretty boring. Plenty of detail work to go but I will be painting a lot of it onto the textures.

    CockpitInside2.png
     
  39. Will-Morillas

    Will-Morillas

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    More advancements :D
    screenshot002.jpg
     
  40. Adam-Buckner

    Adam-Buckner

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    Just out of curiosity - why? (I have my own reasons, but I'm curious about yours...)
     
  41. b4nj0

    b4nj0

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    real world data has only very few spots of interests with very long wastelands inbetween.
    Thats good for a realistic distance view, but for gameplay thats way to much walking and way to boring.
    Recomposing real world data to fit these needs takes almost as long as starting with an interesting layout in worldmachine and blender(or other sculp tool) for me.
    And you can get almost the same realism with procedural methods , since natural terrains are procedural generated fractals anyway :)

    I also prefer to work from very rough with huge controll to very detail, so its a more natural workflow for me.

    What about you? :)
     
  42. Whiteleaf

    Whiteleaf

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    Testing some simple props and structures for my little game.

     
  43. ReggieDeez

    ReggieDeez

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    • Hey Guys,

    Working with some real-time lighting and trying out SSRR.
    Everything is static except the kitchen appliances/cabinetry (they swap out).

    Post-processing camera effects:
    Super-Sampling_SSAA
    SSAO Pro
    LUT
    Tonemappying

    Environment:
    UskyPro





    View attachment 172063 View attachment 172062
     

    Attached Files:

    Last edited: Jul 12, 2016
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  44. AlexZimich

    AlexZimich

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    Working on something new
     
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  45. Testmobile

    Testmobile

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    Just finished the "rookie" car for my game:
    Car2.jpg Car1.jpg
     
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  46. canaljuegos32

    canaljuegos32

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    Testing painting in blender:

     
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  47. Whiteleaf

    Whiteleaf

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    After trying to fix Mechanim all night, I finally gave up. I redid it again today and realized you HAVE to have foot bones on your character otherwise it won't work. I had to remake all my animations and the model entirely. I don't have a gif or video right now, but I'll try to post one as I'm very happy with what I've done.
     
  48. AlexZimich

    AlexZimich

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    Working on the art for the game
     
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  49. Whiteleaf

    Whiteleaf

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    I've actually went back to my Sci Fi FPS idea, currently making it. It's 3 AM here so I gotta sleep, sadly as I'm really enjoying this right now--and I'm not even tired.

    I was gonna do Geometry Warfare, which I probably will continue the idea and concept in the future, but I found a few games that really inspired me to come back to this idea. I'm calling it RADIANT--mostly because the art style will be bright HDR neon glowing bloom light stuff. It's also a very simple game, 4 classes(5 normally but I haven't balanced one yet all that well so not sure, I might also add more eventually), probably 4-5 gamemodes, Team Elimination, CTF, Drop Zone(a mode I'll explain on my WIP thread when I make it), Control Points / Domination(I won't be calling it Domination because I want an original name and something that sounds cooler), Hot Potato(another mode I'll explain in my WIP thread), and probably more to come.

    Breaking the wall of text now, as I don't want this post to get too long.


    I call this one, "Signs of life on this planet"

    Also ignore the ugly looking arms in first person, I'll be replacing them with real FPSarms instead of the full player model. Unity for some odd reason is deforming my bones big time on import, not sure why since I haven't touched some of them.
     
  50. Erind

    Erind

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    im making a n3ds game.



     
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