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WIP Small Works Art Thread

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

  1. AndrewGrayGames

    AndrewGrayGames

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    Bonaventure's Barracks is just about done...

    Bonaventure 11.png

    The Weapon Rack lets you refresh the ammo on your Particle Pistol. The Engineering Officer periodically synthesizes new components and weapons and assembles them, ensuring that the supply is maintained. On a small scout ship, however, the microfactory facilities are extremely limited; all the Bonaventure can easily create are Particle Pistols. Particle Rifles have to be built in Engineering, and require components that a Sif-class scout can't synthesize.

    The Medical Chamber is based on technology found at Wolf 1061c - while the Earth Commonwealth has been able to reverse engineer it on a general level, Commonwealth Healing Chambers are still but a pale imitation of the alien technology found. Researchers are still trying to figure out some aspects of how the original device works.

    For the most part, I'm done building the Bonaventure. I'd like to add more, but it's not really important enough. Building the ship where the game takes place on, howver, is more important.*

    Note: I've dropped the 'shoot the anomaly' thing this time. I plan to revisit it later.

    Edit: Wolf 1061c is potentially in its star's habitable region; Wolf 1061b is almost certainly not.
     
    Last edited: Jan 21, 2017
  2. Naithil

    Naithil

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    Some warehouse for my game. I think i spent more time inventing the lever mechanism than actually modeling and texturing.
    Those poor villagers need to rely on barreled water shipments. No wonder the protagonist will want to leave this place

    Безымянный.jpg
     
  3. snowconesolid

    snowconesolid

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    This is the test area where I create all the animated scenes/clips of my game.


    In this particular clip, the only animated objects are the characters. The characters are interacting with each other and animated. They can also move/walk around a navMesh baked area (they will actually walk around in the animated clip)
    Other animations are trigger based. When an avatar/character collides with a trigger, the next sequenced animation will play.

    Guess this is really more a technical thing then a art post. But I prefer the small/works of art thread more than small programming thread :D :p

    Once this animation is added into the final environment and lighting, etc is done it will look pretty good I think. :D
     
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  4. nipoco

    nipoco

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    Playing around with Substance Painter.
    Vase.jpg
     
  5. Billy4184

    Billy4184

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  6. snowconesolid

    snowconesolid

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    Finished up one of the animated scenes.

    Here is the a comparison of the original image I posted:
    This is the animated scene between two characters.


    And here is the what the final will look like:


    I should really just record a video since there is an animation going on. Makes more sense then showing screens....


    Game will be weird


    bye! :D
     
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  7. HolBol

    HolBol

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    Modular interior pieces! Each apartment is split into a 2x2 grid, each position in that grid has multiple variants that can be there. And there's outer cladding panels to match each one.

    0003.png
     
  8. Blacklight

    Blacklight

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    Re-textured one of my old guns:
    1911_1.jpg 1911_2.jpg

    Original texture: beautyRenders_pistol.jpg
     
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  9. Blacklight

    Blacklight

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    First pass of a reload animation. Still needs a lot of work on both the gun and the hands (like that nightmarish twist in the left wrist).
    Record_2017_01_24_13_00_06_123.gif

    I also found out that you can edit the interpolation between keyframes within Unity which is VERY useful information.
     
  10. Billy4184

    Billy4184

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    The pacing feels good.
     
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  11. AndrewGrayGames

    AndrewGrayGames

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    I'm jealous. I don't want to show you guys my poor excuse for a run animation. In fact...I'll pretend it doesn't exist, until I must.
     
  12. Billy4184

    Billy4184

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    Do it! :)
     
  13. Blacklight

    Blacklight

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    Do it! It can't be any worse than my last attempt at a running animation.

    EDIT: Made a different kind of reload that uses the slide lock. Results in a much quicker reload with less awkward hand movements.
    Record_2017_01_24_20_44_13_839.gif
     
    Last edited: Jan 24, 2017
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  14. HolBol

    HolBol

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    Starting to texture things!

    0004.png
     
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  15. AndrewGrayGames

    AndrewGrayGames

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    Out of curiosity, do you recommend a particular GIF-maker? I downloaded Grabilla, but it had a terrible frame capture rate; it was all choppy. My animation is terrible, but it's not that terrible.
     
  16. Blacklight

    Blacklight

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    I use oCam. It's a fairly easy screen recorder that can record to gifs as well. You can also set your own framerate to capture at (for these forum posts I usually only use around 15 to try keep the filesize down).
     
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  17. Billy4184

    Billy4184

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    Not really sure, I tend to just do it on some online site in the rare case that I make a gif. Probably best to use whatever Blacklight is using.
     
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  18. AndrewGrayGames

    AndrewGrayGames

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    Well, while I'm looking at that, I implemented the scan function of the Smart Communicator.

    I'm a bit sick today - I needed to make progress on a basic mechanic, and scanning is one of those things that has to be in - scans are part of how I explicitly tell people how to get past basic challenges. More advanced challenges, the scan gives hints on how to overcome it.

    Anyways, that funny monitor in the Barracks? Yeah, that's what I'm scanning. It'll be a Ship Status display soon. In my demo, you'll be able to scan all sorts of things. I'm a fan of the scanning mechanic.

    Bonaventure 12.png

    Note - some things are impromptu, "whenever" scans. Other things - alien technology, enemies, that sort of thing - require keeping the scanner trained on the thing you're scanning.

    Bonaventure 13.png

    Also - Reloading guns! ...Though, my Particle Pistol is fully charged. That being said, it does work, as does the Healing Tank. They were pretty easy to implement. So, despite illness, I've done good today.
     
    Last edited: Jan 25, 2017
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  19. HolBol

    HolBol

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    Maybe a little more texturing. Whipped up some stuff for the interiors. Plenty more to go, though. Most of the external panels (so most non-tiling parts) share a texture atlas at this point. At the top is an interior piece without the external cladding. You may also notice that the windows themselves are changable and can be replaced with different styles.

    0005.png
     
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  20. Not_Sure

    Not_Sure

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    Large flat surfaces with a repeated texture always sticks out like a sore thumb. I'd consider adding something to the building to break up the bread-box shape.

    Same goes for the grass.

    Maybe add some perlin noise, or similar effect, to add an alternate texture and break up the monotony.
     
  21. HolBol

    HolBol

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    Could always add decals too. Those work wonders.
     
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  22. zlix12

    zlix12

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    Looks good, although in my experience one would release the slide with the thumb or with the reload hand in position.
    Example from youtube:
     
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  23. Blacklight

    Blacklight

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    Unfortunately my arm rig's thumbs are a bit short for the right hand to be able to do it without clipping through the gun. Do you think the more exaggerated movement of the left hand looks a bit silly? I might edit it a bit to make it more realistic like you suggested and see how it looks.
     
  24. snowconesolid

    snowconesolid

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    I think we are going to need more coffins...



     
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  25. Blacklight

    Blacklight

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    Should've sprung for the family sized.
     
  26. Not_Sure

    Not_Sure

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    The Manson family size.
     
  27. Blacklight

    Blacklight

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    Another reload:
    Record_2017_01_26_20_07_20_966.gif
     
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  28. Billy4184

    Billy4184

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    Looking good. Maybe the ending where the slide is popped forward again could be a bit more punchy. Nice work.
     
  29. Not_Sure

    Not_Sure

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    Very nice.
     
  30. Vashchuk

    Vashchuk

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    I like the pistol but those hands are terrible and I see they won't work together. Is it hands topology or just a bad rig that causes that deformations? It's hard to tell where's the problem, but you can't achieve a good quality with those hands. Just take a look at that thumb.
     
  31. snowconesolid

    snowconesolid

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    LOL! :D

    Grandpa said this would be a cheaper solution. :D
     
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  32. zlix12

    zlix12

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  33. Blacklight

    Blacklight

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    Probably both. It's something I've been meaning to go back and fix for the past two guns. Is it just the thumbs that really stand out as awful? Anything else you think needs work?
     
    Last edited: Jan 27, 2017
  34. Will-Morillas

    Will-Morillas

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    A couple screenshots of my new character for the asset store, I'm going to do him with the clothes in different meshes, so the customer can change them if needed.


     
  35. snowconesolid

    snowconesolid

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    Hey guys. Just wanted to share the current progress on my game project in this in depth detailed video vlog.
    Please enjoy!

     
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  36. HolBol

    HolBol

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    Bit dark but yay, interiors with horrible wallpaper. I just need to create texture maps for the stairs now then I can start moving on to texturing the other modular pieces and packaging it up.

    0006.png
     
  37. snowconesolid

    snowconesolid

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    I really like this actually. Think the dark lighting looks good. This looks like a part of the house from Resident Evil 4. How are you getting that dark grainy-ish look in the corners? Is that ambient occlusion?
     
  38. HolBol

    HolBol

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    The grainy look is rendering artifacts from cycles mostly, not using enough rays for this light level.

    EDIT:

    Thought I'd throw together a proper blockout of what I have. Horrible looking buildings.

    0007.png
     
    Last edited: Jan 28, 2017
  39. AndrewGrayGames

    AndrewGrayGames

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    Captain, we're not on Bonaventure anymore...

    Bonaventure 14.png

    This is my first draft of the Metheglan Cruiser in its powered-down state. I'm trying to keep to the (mostly) black & white aesthetic to be true to the super-retro Sci-Fi stuff. I want the Metheglan Cruiser to feel more advanced than the Bonaventure, but also distinctly alien - instead of heavy gravitic deckplates, the ship has more of a tiled thing going on. Instead of just having boring ceiling lights, the Metheglans build 'backup' lights into the wall panels themselves. Their plasma weapons, instead of looking like a shout-out to Nikola Tesla (like the Humans) instead resemble a FN P90.

    And, this is Earth's First Contact with a non-human race...

    As far as the visual language, boring items are purely in black & white. Scannable items have blue splashed on them somewhere (green on the Metheglan ship). Enemies usually wear black (they're bad guys, why wouldn't they?) Heroic figures, like the Captain, the crew of Bonaventure, and other do-goods wear Red, except for Metheglans - they wear purple.
     
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  40. Not_Sure

    Not_Sure

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    This looks fantastic!

    Do you think the hands could use more detail though?

    I find that hands should be very detailed since they're one of the most expressive body part, second only to the face.
     
  41. PixelMind

    PixelMind

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    Haven't done anything visual for a while but wanted to post something. So this is a little bit older WIP.

    I was working on a tessellated terrain shader that would support 8 textures and use pbr rendering. I also made a custom gpu instanced foliage system so the trees and grass are very few draw calls. Foliage follows terrain heightmap automatically. The trees are also made using a custom procedural tree editor.
     
  42. snowconesolid

    snowconesolid

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    When the ragdoll physics in your game breaks...







    So you just give up on creating games....
     
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  43. Blacklight

    Blacklight

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    Excellent results. That's gorgeous.
     
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  44. Billy4184

    Billy4184

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    A prop I made for a client:

    Render.png
     
  45. Will-Morillas

    Will-Morillas

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    Thank you!

    Yes, the hands are just placeholders right now, the character has a full body sketched inside the armor
     
  46. TheAlmightyPixel

    TheAlmightyPixel

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    Still hacking away at this dude.

    Sentinel-of-Time-WIP-2.gif
     
  47. Lachadonan

    Lachadonan

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    Its been quite a while since i remember posting! Please take a look at how its looking, flowing, playing
     
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  48. Lachadonan

    Lachadonan

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  49. AndrewGrayGames

    AndrewGrayGames

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    So, right now I'm 'blocking out' the Metheglan Cruiser, starting with the Command Deck.

    Bonaventure 15.png

    ...Wait, this isn't Unity! WTF is this doing here!?!?

    Actually this is a nice starship modeling program called Starmade. Technically it's a game, but for a space work like mine, I find it great for prototyping ships (since, the "game" is mostly that you can build ships.) You can also export them, but I'd rather turn around and do the less-poly-intensive modelling in Blender insetad. Full disclosure: I have posted an unfavorable review of the "game" in question.

    Below you can see some drafts for the Bonaventure. Below those, you can see some fighters that are definitely not Metheglan, and that you should forgot you saw because they're not relevant to any future plans I might have for Bonaventure as a story.

    Anyways, now you know how I build starships. As far as the Metheglan ship is concerned, they use crystalline silicate ablative-reactive armoring. The laboratories on the ship can build new armor almost on demand.
     
  50. Elzean

    Elzean

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    Here are 2 level design i made recently for "Rogue Fantasy", i did each during a twitch streaming session,
    There are links in the description of each video if in want to know more or see my futur streams :)



     
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