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Discussion in 'Works In Progress' started by Tim-C, Jul 26, 2012.
The update is done, just playing with post processing a bit...
Thanks! I have yet to setup a proper scene and the GI is really wrong there but I'm crashing myself to sleep now so no time to do more.
Doing another plane because jets are cool. This time I'm going with the F-4K Phantom II (the early Royal Navy variant). Going to eventually adapt this into a carrier scene, and then I'll produce a game-ready version of the aircraft.
Working on the hair, pretty hard to get that "realistic" look
Some of my work in progress on my next updates of the grass, clouds, volume lighting and sky systems.
The focus of development so far was on performance and features, now i am working on the artistic side and combining the systems in one scene to gauge performance in real world scenarios with everything in a scene and come up with controls that may be required extra for easier and more versatile setup and artistic control.
The pack is done but I'm taking the time to make a few scenes and up my quality before I upload. Got a little carried away with the updated and added more then I should, so I'll make the pack around 18$, not too cheap but not too expensive, I didn't add too much variation. I added a lot of stuff aside from the 3 column model the pack had for just 12$.
Here are a few peeks of how stuff looks like in wip.
I gotta admit I wasn't expecting to make grass look this good with the generic unity terrain grass.
Made a tile out of the rock mesh
started on a scfi weapon pack
here is a pistol
Working on this script so I can remove triangles of rigged base models on the fly at runtime.
If it isn't horrible, I'll share it around for free!
could come in handy with mutiple clothing parts on the model
ive finished my scifi pistol
very short vid
Doing more texture work. Slow progress! Will be moving on to the tail, then the wings.
Decided to finish up the windows (finished meaning done, but will be revisited for polish later). Here's the circular window textured properly, ie wood grain and wear n' tear follows the shape, and an example of the glass panes:
Next up, doors!
Done! Submission date soon!
Got more images to show but not at the moment.
And the last screenshots I didn't get to upload last night:
This is a 3D printable acorn I made with Blender using mostly procedural tools and sculpting. The top and bottom are threaded, allowing you to store messages or candy inside the acorn
It's over 2 million polies unfortunately. Now I just need to bake the multires into normals and paint it so I can get the poly count down and bring it into Unity
I'm reworking my first Ludum Dare game, a short and silly adventure game in Game Boy style, (now) called Tiny Pixel Adventures: Oh What a Night
Here's what the original looked like:
This is the basically the pack. I'll make a final summary and then it's up for upload!
(66 prefabs because the models have texture variations)
Making some progress. Still got lots to do, but it's coming together.
a head i made
Pack has been sent for approval!
Also, one more model to post.
Update is approved and online now!!
Some stuff which I've been working on lately for my game.
Started working on a floating island asset today. Needs more work but its coming along ok.
Even more plane!
EDIT: did more work so replaced the image with a newer version.
made a alien creature for my scifi weapon pack
Not finished on my other plane but I'm working on some packs of mobile ready fighter jets for the asset store. The first is going to be a pack of European jets. It's a big jump going from ultra high poly stuff to using as few as possible but it's like solving a puzzle in some aspects.
Here's my start at a Eurofighter Typhoon, 964 tris with moving slats, flaps, gear and rudder. I might spend a few more polygons on making a transparent cockpit or may just leave it solid. Which would be better?
wip video of SCIFI weapons
My first shader experiment Finally starting to understand how they work
That's really well done!
The update is done and I'd had a lot more to share but I'm just struggling to set it up for submission because of the fact that I'll be taking a trip these months and I'm really busy.
Demo scene/usage example for the Other World 2D Tile Set, which will be updated with a whole new tile set tomorrow.
Work process for an enemy from an upcoming game template:
I'm not sure if I should animated this directly inside Unity, or try some external tool like Spine or 2DNima.
finished the autorifle and animations. only melee weapon and grenade left
Planetarium is up in my store among other samples.
Final summary! Busy as always but I'll try really hard to submit the updated tomorrow.
Cool! Can he hold weapons with his little hands?
probably yes. i was thinking of making a armored version
but im goig for a melee attack creature
Gave a facelift to the intro for one of my templates, preparing it for 2.0 release on the store:
Update is now available on the store!
I've decided to go with a messy, sketchy line style
(Edit) I haven't put in the background yet, he's leaning against a railing, but he's smaller than most characters so he's actually up on a sort of shelf (this is the character select portrait, outside a tavern)
After seeing @SiegfriedCroes's example in this thread, I thought I'd give the 2-bit style a try for myself. None of it's playable but it's certainly a fun way to create game art. Now if only Unity had a better way of sorting sprites in the heirachy...
Nice work I really love working with a limited palette. What do you mean by "Now if only Unity had a better way of sorting sprites in the heirachy..."?
The palette is great fun. But as for sorting sprites- I mean that:
I've got a long list of Grass tiles from Grass to Grass (212) or higher, all jumbled as a list. It's hard to keep track of them all.
You can't drag and drop things from the project view the the grid and have it snap automatically.
It's currently pretty difficult to ensure that all the sprites are importing the same way with the correct filtering and compression.
The compression really struggles with using just 4 colours so I had to stop using it.
It's hard to select sprites that are under other sprites- if the character sprite and the path under it occupy the same space, I have to move the character out of the way to select it, or have to dig through a long list of tiles in the heirarchy.
I don't know if I'm missing something but as it is I think there's a lot the editor could improve on. It certainly doesn't seem to have tile-based systems in mind anyway.
I am not sure what LighthouseBase could be used for (besides demoing the Archimatix parametric modeler), but I am having fun revamping it. Its fun to go back to a model you haven't worked in a year. Like an old friend!
I'm back in the game with this pack after being gone for so long, at least for the time being. I'm not sure if I'll get to finish it till I get to Spain, seems I have a lot on my hands in my personal life. I started working on this pack as early as 2015, since then I improved with assets quality and Pbr. So what's new from here? I am remaking the textures and materials to be better for Pbr and am now using a better rendering in unity, hence I took the old versions in my free pack.
For now I planned to add all seasons to the textures, trees/vegetation. water and a few 4k textures. This pack might possibly reach 2G!
Here's an example of one of my new textures:
Spoiler: New Texures
Not only that but I had to fix the normals to.
The new look will be more realistic.
One last thing I need to mention is that these models have more poly compared to the free pack, also comes with LODs.
Oh yeah, I already forgot what it's like to start out with pixel art/2D stuff in Unity. I made my own simple tilemap script to place and remove tiles. Also use no compression on my sprites. And my character is placed in the scene at runtime
When the game is done I might write some tutorials/articles about how I made certain stuff in the game, if people are interested
Rolling your own tilemap system does sound like a good idea. I might consider that in the future.
Actually Unity 2017.2.0 is planned for this month and includes a build in Tilemap system