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WIP Small Works Art Thread

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

  1. Slaghton

    Slaghton

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    Trying to get a better grasp on lighting. Using just one directional light at the moment. Bedroom_10.jpg
     
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  2. Oshigawa

    Oshigawa

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  3. Scifa

    Scifa

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  4. the_Bad_Brad

    the_Bad_Brad

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    Working on the Lightning Gun. This was a unused weapon prop for Unreal Tournament. Realistic Effects Pack 4 from Asset Store was used in this project.

    lg2.png lg.png
     
    Last edited: Oct 27, 2017
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  5. puppeteer

    puppeteer

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    DesertNight2000x2000.png

    Started out with a Unity scene, vectored over and added details with Flash CS3.
     
  6. florianalexandru05

    florianalexandru05

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    3 modular rocks out of 5 done, 2 more to go!
    this one had a more interesting shape and is more modular in its own right.




     
  7. florianalexandru05

    florianalexandru05

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  8. Mister-D

    Mister-D

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    some dungeon
    its a environment for a knight thats' also in the works
    dungeonwip.jpg
     
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  9. Mister-D

    Mister-D

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    dungeon day 2
    beauty render and wires
    dungeonrender.png dungeonrender0028.jpg
     
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  10. Mister-D

    Mister-D

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    your rock sculpting has improved alot
    less "blobby" , way better in my opinion.
    keep it up;)
     
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  11. BIGTIMEMASTER

    BIGTIMEMASTER

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    Something I've been wanting to try but won't have time to for awhile is flaky shale type of rock. I would attach a reference image, but just type flaky shale into google images and you'll see exactly what I mean.

    It's an interesting type of rock, and I really don't think I've ever seen it in a game. Granted, most game developers probably aren't super focused on spending a ton of time making rocks, but perhaps some variety is needed?

    If you could take a stab at making a few assets like that, I'd probably buy it.
     
  12. Pixeye

    Pixeye

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    I've made a time lapse for fun to show process of creating desolate planet
     
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  13. florianalexandru05

    florianalexandru05

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    Thanks, awesome dungeon!
    You mean something like this right?
    http://www.geologyclass.org/Metamorphism Concepts_files/image008.jpg
    https://i.imgur.com/tpCmihx.png

    Does it have to be a specific color, like darker? I wonder if I could fit it in the pack somehow. This pack isn't really supposed to have rock like that which is why I made them more lumpy deliberately. I don't think it's gonna fit in my pack but I might make a cheap stand alone pack for those specific rocks. That's definitely gonna be a stab since I'm already working on 2 projects at the same time but that might be worth experimenting. I'll see... It's not just rocks, I'll have to make trees and vegetation to.
     
  14. florianalexandru05

    florianalexandru05

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  15. BIGTIMEMASTER

    BIGTIMEMASTER

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    Going to turn my wife into a zombie apocalypse survivor. Just finished the head and working on shaping the rest of the body.
    Please ignore the Trump hands, they're just getting started.


    56.JPG rew.JPG
     
  16. HolBol

    HolBol

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    Just trying to work on my high-poly stuff. A little Star-Wars inspired speeder! No textures yet.

    speeder12s.png speeder13s.png speeder14s.png
     
  17. BIGTIMEMASTER

    BIGTIMEMASTER

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  18. florianalexandru05

    florianalexandru05

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  19. Pixeye

    Pixeye

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    Working on the battle system of the game.
    Do you like the pace of fighting on video below?
    Our Discord channel
     
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  20. _M_S_D_

    _M_S_D_

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    Been continuing work on my city builder prototype:
    Lab building (not completely finished, but finished for now)
    20171113.png
     
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  21. Mister-D

    Mister-D

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    knight model
    strongknight2.png
     

    Attached Files:

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  22. 101craft

    101craft

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  23. florianalexandru05

    florianalexandru05

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  24. _M_S_D_

    _M_S_D_

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    Residential building:
    20171120.png
     
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  25. Justice0Juic3

    Justice0Juic3

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  26. Mister-D

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    finally managed to get a basic gore system working
    need to add blood decals and basic ai next
     
  27. florianalexandru05

    florianalexandru05

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  28. florianalexandru05

    florianalexandru05

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    Finished the base normal map finally. Now to texture it.




    Just for the record, the writing on top means "life and death".
     
  29. marcos

    marcos

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  30. florianalexandru05

    florianalexandru05

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  31. nasos_333

    nasos_333

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    Some of latest progress on my Sky and Grass systems.
     
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  32. BIGTIMEMASTER

    BIGTIMEMASTER

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    Very nice colors and contrast. Pleasing to the eye, and the environments really have a lot of character despite being pretty simple. I feel like you've really captured the color palette of northern wildernesses, though in the latter photos I feel like those interesting trees are more tropical? Like you might see in a mangrove?
     
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  33. nasos_333

    nasos_333

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    They were meant as twist pines, though should be used with other trees to full effect, as they have the very distinct twist.

    The scenes are simple demos with some of the new brushes in InfiniGRASS v2.0, i will have multiple demos with more variance as well and various tones, like in above pics. Plus there is now some new more detailed grass types with specular and various other techniques and a new method to paint from a sheet of grass types using a single material, which essentially can enable as much variety as needed in a very simple way.

    A sample of the specular enabled full 3D grass (this also has the super detailed wind system)
     
  34. BIGTIMEMASTER

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    Well, it looks fantastic. It is hard to describe exactly what I like about it, but let me try this way:

    A lot of games going for a realistic look go a little too far, so much so that all the little things that aren't up to par really stand out. An example is Horizon Zero Dawn. The graphics in that game are phenomenal. But for me, when some things look almost lifelike, that just drew a sharp contrast against all the things that were not. In the opening video, a kid is picking blueberries. The blueberries look almost real, but the hand picking them looks very video game-ish. So I'm drawn out of the immersive experience somewhat.

    Anyway, I think you've hit the perfect balance between realism and style, and the result is good art. It all blends together into a cohesive, pleasant scene. I think a key to good environment art (and I really don't know anything about it, this is just my uneducated opinion), is that it paints an entire scene. You don't just see lots of little pieces.

    Also, and this is just a suggestion, but it might persuade me into purchasing this system pretty strongly, see if you can get the grass to move in cohesive waves, like a strong gust is blowing over it. I think I've seen that happening in just a few games, but it is both very realistic and beautiful as well. Going back to Horizon Zero Dawn, I really didn't like how much stuff was always wiggling on the screen -- all in random directions. Made my eyes hurt.

    I may take a look at buying this in the near future.
     
    Last edited: Nov 30, 2017
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  35. nasos_333

    nasos_333

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    Here is some samples of the grass in motion (and one with dynamic effects like snow and with volumetric lighting)









    The wind varies based on use, i can enable mild winds or stronger ones or helicopter like with a special shader (which i plan to combine with the main shader for v2.x cycle)
     
  36. florianalexandru05

    florianalexandru05

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    It's done and I'm satisfied now. Some final images in Unity.




    And some final renders


     
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  37. Aastikya

    Aastikya

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    Screenshot from out latest game in Development - Epok
    Thank you Unity :D
     
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  38. florianalexandru05

    florianalexandru05

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    And my final rock is done! Tomorrow I am finally making trees.
    So that makes it 6 modular rocks and 5 unique rocks, 11 models.





     
  39. BIGTIMEMASTER

    BIGTIMEMASTER

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    Discovered some techniques to get better looking creases and folds while working on the pants. Will revisit the shirt to make it pop a little more once I finish the pants.

    Hi-res sculpt is nearly done, then I'll make this into a game model ready for animation. Woo-hoo.

    Materials and hair are for visualization purposes only. And the AKM model is a freebie from turbosquid. Just added for character.



    Not sure how many eyes watch this thread, but wonder if I made a pack full of "guerilla" characters like this -- finished, obviously-- if people would like to purchase on the asset store?

    GettingThere.JPG
     
  40. florianalexandru05

    florianalexandru05

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    Made my first tree, still working on it, this will be like a test.

     
  41. puppeteer

    puppeteer

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    A nuke animation I made as part of a project that kind of fell through.

     
  42. Justice0Juic3

    Justice0Juic3

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    Second car ever made :p
     
    Last edited: Dec 4, 2017
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  43. florianalexandru05

    florianalexandru05

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    Making trees is definitely difficult, especially when it's your first time. There are so many problems and questions I had to figure out. I'm searching for the best way to make well optimised and good looking AAA trees.

    Some test leaves on my tree:




    And made the bark:



    with a very basic albedo for now


     
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  44. BIGTIMEMASTER

    BIGTIMEMASTER

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    That looks like a really good start. Honestly, looks better than you see in a lot of games. I think when it comes to things like trees, optimization is the key.

    If you haven't seen The Hunter: Call of The Wild, check that game out. Fantastic trees/vegetation. Excellent reference for realistic environment in a game.
     
  45. Fera_KM

    Fera_KM

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    I spend a little bit time fooling around with the post processing stack v2 branch, figuring out how I can best use it.
    It's kind of stupid, but I thought I'd share anyhow.

     
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  46. Mister-D

    Mister-D

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    try "custom tree importer" from the asset store to get the best wind effects on your trees.
    the generated modified trees can be used and sold in an asset pack.
     
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  47. florianalexandru05

    florianalexandru05

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    Thanks, it's really difficult, I encountered so many problems even before I made my first tree. I am trying to figure out how to make a unique trunk and full tree texture that tiles. What I mean is, that I want my base trunk to look different and have more detailed instead of using one boring tiled texture. So far UVing bent cylinders was a pain making them tile is even worse but I got a good formula now. I'm making my trees optimized of course but attempt to make them look as good as possible.

    That's a really good looking nature game, it's definitely good material, thanks!
    That's actually pretty interesting, is that metalness vs specular?
    Thanks man, that's good to know! I'll look in to it, I do want good wind
    --------------------------

    And my final base wood material done!

     
  48. BIGTIMEMASTER

    BIGTIMEMASTER

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    @florianalexandru05 :

    Of course I have no idea what The Hunter developers did to make their trees, but one thing I really appreciated was that there was a lot of deformed trunks, split trunks, fallen over trees, etc. Anybody whose ever been in the woods has seen that there's almost as many fallen over and ugly trees as there is normal, standing straight up trees. They may have started from 3d scans, I don't know, but a lot of their trees just look really organic.
     
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  49. BIGTIMEMASTER

    BIGTIMEMASTER

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    Halfway there. The sculpting work is done. Now just to turn this into a game ready model and give textures. I've applied materials in Zbrush to give an impression of what the final result will look like.

    Marvelous Designer is a must for anybody making characters who won't be naked. Definitely upped my clothing game, and fast.

    b1d7c13807a797efe2c8b925b5478325.png b451c879f817169572ccded6b480a47f (1).png
     
  50. the_Bad_Brad

    the_Bad_Brad

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    I on the process of making assets for my game.

     
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