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WIP Small Works Art Thread

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

  1. CrisisSystem

    CrisisSystem

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    Great job!
     
    Mister-D likes this.
  2. nipoco

    nipoco

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    I've backed a little Donut yesterday.

     
  3. vedinislamovic

    vedinislamovic

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    Working on free pixel art package for asset store :) Just first phase blocking out and fire anim test (4 frames) :)


     
    florianalexandru05, Poppel and Kona like this.
  4. Thunderent

    Thunderent

    Pocket Artist

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    Working on a bicycle.Base colors finished, time for some detail + specular map.

     
    NestorOk, Tim-C and plasmabazooka like this.
  5. Billy4184

    Billy4184

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    Nice! But frame's a bit thin ..
     
  6. Thunderent

    Thunderent

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    Update on the textures and specular maps.The "bike bag" still needs some work.

     
  7. plasmabazooka

    plasmabazooka

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    @Thunderent, I think rusty parts does not look natural. There should be difference in roughness and metallic channels.
    Also would be great if rusty parts will be a little bit lower compare to base paint and more natural like where rust should grow. It does not grow like a patch in the middle in my view. It grows from edges or scratches or dents.

    Do you use Substance Painter for this?
     
  8. Thunderent

    Thunderent

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    Thanks for the feedback, really appreciate it!

    I'm not using Substance Painter, just Photoshop.
     
  9. plasmabazooka

    plasmabazooka

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    Try Substance Painter, it is mind blowing tool for working with color details. You will get all patches and rust easily for all required channels like roughness, metallic, normal maps etc.
     
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  10. Whiteleaf

    Whiteleaf

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    Kinda makes me depressed that I made this in 40 minutes:



    And this in 10 minutes:



    I really like the second one better and I made in a 1/4 of the time I made the other one. It's also 200 tris less, which is good since my game is going for a lower-poly style.
     
    CrisisSystem likes this.
  11. CrisisSystem

    CrisisSystem

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    That's just levelling up your skills.. I thought I heard a ding.
     
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  12. Whiteleaf

    Whiteleaf

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    Haha!
     
  13. nipoco

    nipoco

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    Pretty good for 10 min. It's not overly detailed, but I think you nailed the proportions.
     
  14. lisajennifer

    lisajennifer

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    I'm working on some 2D characters that i eventually want to publish to the asset store. Right now i'm still sketching them out, they will be inked, colored and fully animated next. Also going to include a unique weapon for each.



    Just looking for some feedback on these. I'm planning to add the following animations to each: idle, attack, hit, walk, death, revive, and a special one for each that's unique. Any suggestions on other animations?

    If this was on the asset store, fully animated (articulated animation, not sprite sheets) what would be a fair price for the pack? I was thinking in the $20 range....

    Looking forward to some feedback!
    Thanks!
    ~Lisa
     

    Attached Files:

  15. CrisisSystem

    CrisisSystem

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    To make them useable in a wider variety of games, you might want to add jump and jump attack for each.
     
  16. Mister-D

    Mister-D

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    some creature design
    demonrender.jpg
     
  17. Kona

    Kona

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    Working on a modular environment pack for the exterior of a space station
    Still some work to be done on the texture, and it also appear to cause some ugly shadow jitterish. .__.'
    ( Parts has been assembled in this picture though, each model has about 5x5x5 units space )
     
  18. Whiteleaf

    Whiteleaf

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    Thanks! Since I'm aiming for the most performance on even the weakest computers I'm going to do a lot of the detail through texturing, plus separate 'attachment' things. Like knee pads, elbow pads, mask, etc.
     
  19. lisajennifer

    lisajennifer

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    That's a great idea! Thank you for the feedback!
    ~Lisa
     
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  20. CrisisSystem

    CrisisSystem

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    Np. Great art style too, you could do a lot with that.
     
  21. d-3

    d-3

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    CrisisSystem and Mister-D like this.
  22. Mister-D

    Mister-D

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    finished my demon, will submit him to the asset store, im not sure about the price...............
    demonunity.jpg
     
  23. Kellyrayj

    Kellyrayj

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    Food ready to fight. Not sure what this will be. Mostly just fun for now.

     
  24. d-3

    d-3

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  25. Whiteleaf

    Whiteleaf

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    Yay! I finally (almost) finished my new character model, now he just needs animations, which will probably take forever since I'm a perfectionist.

    He's now rigged and textured compared to the last photo of him, which was just plain.



    More pictures on my thread, link in my sig.
     
  26. Billy4184

    Billy4184

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    I think your modelling and texturing are great, as usual. But the demon looks like it is missing some armor/exoskeletal features that would make it more imposing and authoritative. At the moment it looks sort of like a naked guy sitting on a throne, where's the king's attire? :)
     
  27. Mister-D

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    didnt u know demons dont wear clothes :D
     
  28. Billy4184

    Billy4184

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    Yeah but you can still create features that give that impression of completeness, for some reason it looks like it is missing something from the head down, it looks too bare and plain IMO
     
    Mister-D likes this.
  29. nasos_333

    nasos_333

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    Dynamic volumetric shader based clouds (Sky Master ULTIMATE v3.4 - WIP):



    Some of my work in progress for dynamic volumetric clouds, for the next version of Sky Master ULTIMATE
     
  30. florianalexandru05

    florianalexandru05

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  31. Martin_H

    Martin_H

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  32. NestorOk

    NestorOk

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    Hello!
    This is my first work for the Asset Store.
    Now work in progress.
     
  33. slicky-grease

    slicky-grease

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    A character of mine I been working on for a game I'm making. She is not complete yet and I need to work on the eyes. hair and ears more.
    Flare Remake - First Colors.blend.png
     
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  34. d-3

    d-3

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    Making some CAT rig for my game! Bones like mesh or mesh like bones?! LOL better for visual and feedback!
     
  35. marcos

    marcos

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  36. Whiteleaf

    Whiteleaf

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    Since I learned that it's super easy to support PS4 controllers since they use micro-usb, I've been making a co op game. It's really really inspired by The Clone Wars for the original XBOX (2002). in that game you're controlling a ship and there are a few different gamemodes.

    Anyways, I added an easter egg in the first map, "Island". Also, it's the boat off in the distance. Not the ship sitting in the middle of the screen.



    (hint: this is a reference to a very popular first-person-shoot franchise, one of their maps actually)
     
  37. marcos

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  38. Whiteleaf

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    Are those textures hand painted? They look great!
     
  39. nasos_333

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  40. SputnixFox

    SputnixFox

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    Hello.

    I've been working on one of the earliest automatic assault rifles mass produced, the StG-44.

    Modo -> Substance Painter -> Back to Modo for animation -> Unity (It's a nice workflow)

    • The rifle is modular with the suppressor, optic, hand guard and magazine being detachable. Supressor and Optic don't have baked AO for this reason.
    • Uses the Standard Shader, PBR metallic, which results in 4 textures (not including the transparent glass for the optic)
    • Current Rifle is 22,484 tris with most of the nuts and bolts fully modelled, Arms around 6000
    • 9 animations; Draw, Withdraw, Reload, Fire from Hip, Fire from Ironsights, Hip to Ironsights, Ironsights to Hip and Idle






    Above are screenies from Modo





    Above are screenies direct from Substance Painter and below a Modo render



    I'm considering further development and putting this up on the Asset Store for cheap. But I'm unfamiliar with the stores ecosystem and have a couple of questions:
    1. Do you think a single Gun model will perform well on the Asset Store, when the competition seems to favour bundle packs?
    2. How should I price a model like this? The Asset Store weapons seem to range from $5 to $50 for packs, but I hear the community generally think assets on the store are overpriced.
    3. Is there anything I could/should add to this to make it more developer friendly?*
    * To complete this model, I'm already planning to add some LOD levels, Some more animations (Installing, Removing supressor etc) a Bullet and empty shell model, some code to spawn a shell casing being ejected, and maybe some Smoke/Muzzle flash particles.

    Thanks for your input.
     
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  41. marcos

    marcos

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    Thanks! No, this is all Substance Painter fill layers using mask generator. Trying to make my materials as reusable as possible. :)
     
  42. CrisisSystem

    CrisisSystem

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    How do you find substance painter? I've been meaning to try it out.
     
  43. marcos

    marcos

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    I find it very straightforward, and it does everything I want it to do. That treasure chest was like a 15-20 minute texture job in Substance Painter.

    I bought Quixel Suite as well, but haven't really touched it since I got Substance Painter. They both had issues early on with Unity calibration, but that's all fixed now I think. Also, with Unity switching to GGX reflections, results are all very predictable between the two packages.

    I'll likely give Quixel another shot when I have some time, but I've never used Substance Painter and felt like anything was really missing. Except for maybe merging texture groups together, that might be in now though, I know it was a planned feature.
     
    Martin_H likes this.
  44. Whiteleaf

    Whiteleaf

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    I'm getting better and better at character modeling; just a few minutes ago I finished my first female model:

    What do you think? What needs to be changed or improved?



    She's going to be the protagonist for my sci-fi-puzzle-horror-game I'm going to develop (I think). Low poly, but she might or might not be temporary; I really think I need more vertices in the head. But I'm going to texture her now.

    PS: It was a little awkward--since I'm only 14--to model the, erm, "upper chest area". lol. Thankfully though she won't ever be in skimpy clothing throughout the entire game so I won't have to worry about even more awkwardness when texturing. I'm also taking a different road with her and treating her like an average human, unlike some developers who feel the need to dress females 25% and leave it at that. Anyway, off to texturing!
     
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  45. marcos

    marcos

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    It's a good start!
    With modeling characters, it's a very iterative learning process. You'll notice things you can improve on each time you do a character, and with every character you put those realisations into practice.

    At a glance, she seems very straight up and down. Women have hips and all sorts of curves going on. Hips should generally be wider than the shoulders for the silhouette to read as feminine. Here's a sculpt of mine to help explain:


    It's by no means perfect, but hopefully illustrates what I mean about curves.
    Another thing to note is from the side view how the upper leg curves forward, then the calf and shin curve backward. Sort of like a soft 'S'.

    With regard to the awkwardness about modeling a naked female, it's really something you'll need to move past and approach with a mature attitude. Granted, not really essential if you're doing super low poly stuff, but take the following pic for example:



    This clothing was all simulated on top of the naked body above, even the bra was extracted from the underlying skin mesh. If I didn't sculpt her body, I wouldn't be able to quickly change clothing ideas, or experiment to see what works with the character.

    At the end of the day, it's all just anatomy. If you find it awkward to model part of a body, the resulting character will inherently have the same awkwardness. When you're modeling a character you've just gotta focus on the anatomy, and see the human body as a collection of shapes and surfaces.

    Also, if you can find images of 3D scans, they make for really good reference. Having even shading on a material helps you read the surfaces more clearly.
     
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  46. Whiteleaf

    Whiteleaf

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    Thanks for the advice, I've tried to use reference photos before but I end up glancing at them very rarely--I kinda just go off of memory of seeing other people. Also--I think I'll ever actually only have to model a naked character if I ever do higher poly models. I like the look of low poly-medium poly, high poly is good too, but I don't like it as much. For right now I just make the base, and texture it.

    I also just textured her, this is an unlit version so it's difficult to see the shapes but it's not just plain colors.



    Tomorrow I'll rig her and make very sloppy animations for placeholders, haha.

    I've also decided to name my game "SU Facility 03". Or, "Special Unit Facility 03". Since it's a horror game I don't want to ruin the story, so I won't talk much about it but I will eventually (maybe) make a thread for it.
     
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  47. CrisisSystem

    CrisisSystem

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    Making good progress, Whiteleaf.

    Check this vid out. This is how I learned to model in blender.. and I think it's smart. He drew a side and front reference of the character he wanted to model and put those as backgrounds inside blender, and then just traced them. Then he just filled it in. It's simple and easier to get great results, imho.
     
  48. Martin_H

    Martin_H

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    I doubt that there is a lucrative market for Nazi gun models. Even if you had a full set with perfect animations, how many people are still doing WW2 shooters? Unless I happen to make a bigger set of assets, I'll probably not bother putting anything on the assetstore. Doesn't seem worth the hassle to me in most cases. If you want to live off selling assets, do more research on how top-grossing sellers in different stores do it. My understanding is that the pricerange of 100-200$ per model upwards is where money is to be made. If there is a need for the model in a bigger production and it would cost them e.g. a week to make it themselves, then 200$ for a good model with textures is a bargain. And you don't need tripple digit sales numbers to make it worth your time investment.

    The gun looks pretty good. Polycount might be a fair bit higher than needed. I'm not a fan of the animations though. They look very stiff and artificial. I'd consider carfefully if you want to do animations at all or would rather partner up if they are needed. Personally I try to stay clear. I don't think I can really learn to make good animations in a reasonable time frame, but I haven't tried. Maybe @theANMATOR2b has some insight into this.

    Version 2 just was released. Didn't try the new one yet, but I like 1.7 a whole lot more than DDO. Just try the trial version of 2.0 and see yourself.
     
  49. Blacklight

    Blacklight

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    For the level of detail you are going for, I'd just widen her hips a bit and lower her bust. If you hold your arm up you'll see that the top of the breast area is more or less in line with your arm pit (yes, I mean with men too). Wider hips are more feminine trait, while the skinny ones on your model give the appearance of broad shoulders, giving a more masculine appearance.
     
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  50. SputnixFox

    SputnixFox

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    I really like Substance Painter, I learnt it in a day just watching their Youtube tutorials and it has a really smart way to export textures, you set up profiles and link channels so it can drop different exports into specific R G B A channels of a texture.

    It's got a powerful masking system which can find just the edges, or the occluded areas of your model. And you can directly paint onto your model.

    To get the most of out Painter, you should be working on PBR and a model with a normal map. You can make the normal map in Painter with a low and high poly model. I was planning on getting Mari, but texture creation is just so much faster and easier in Painter.
     
    Martin_H likes this.