Search Unity

  1. Unity 2018.3 is now released.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Want more efficiency in your development work? Sign up to receive weekly tech and creative know-how from Unity experts.
    Dismiss Notice
  4. Build games and experiences that can load instantly and without install. Explore the Project Tiny Preview today!
    Dismiss Notice
  5. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  6. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

WIP Small Works Art Thread

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

  1. Imaginalex

    Imaginalex

    Joined:
    Jan 29, 2018
    Posts:
    16
    Not yet fully finished but character is around 23000 polys right now : (and there is still the full body of the character under the armor, will be more optimized later. the design comes from my character's drawing : (drawing is a bit old and not really representative of what i can do today xD , sorry ^^" )

    I'm willing to make a video game one day of a comics story i've been working on for a while.

    remontegardefull.jpg

    25000.JPG

    250002.JPG

    The model is actually 23000 polys but it's not finished yet.

    250003.JPG



    250004.JPG
     
  2. goblinworkshop

    goblinworkshop

    Joined:
    May 22, 2018
    Posts:
    34
    Kill it with fire! Here´s our latest version of the Fire Skeleton variation shader =)
     
  3. goblinworkshop

    goblinworkshop

    Joined:
    May 22, 2018
    Posts:
    34
    Hi there! We´ve made progress on the Fire Skeleton shader and VFX, here´s how it´s looking We´ve managed to include some inertia to the flames so it looks more interesting when the character is moving. We will add some secondary VFXs and start packing for AssetStore. Cheers!
     
  4. goblinworkshop

    goblinworkshop

    Joined:
    May 22, 2018
    Posts:
    34
    I´ve managed to include GPU Instancing on the Flame effects, this means it´s literally possible having 100 of those Skeletons at stable 220FPS!!!, I´ve been testing on a i7 3.6GHz / GTX 960, you can expect even better performance on new computers.
     
    Last edited: Jul 11, 2018
    DotTeam likes this.
  5. Zeph7

    Zeph7

    Joined:
    Nov 3, 2014
    Posts:
    19
    Hey everyone, just wanted to post this here and see if I can get some feedback. Just to explain a bit further... I'm working on my portfolio and have decided to use Unity since it's what I know more of and I hate ue4's way it handles light mapping. I'm working on this desert environment piece which comes from my imagination for a world within a project I had in mind, if the game were to be made. I thought I would try and be creative more but this is a work in progress along with the pillars which are not final but the cliff pieces are finished.

    Is there any feedback someone can provide to me at it's current state, perhaps any environment artist that may be lurking around. I've been working hard on this and want to make it look as good and somewhat realistic as possible. I will be showing this to one of my old professor whom has worked in the game industry for many years and I want to make a good impression. He has helped many get into the games industry and I want to show that I can make it. Another thing is some of my textures appear blurry most of the time. I'm not sure if this is due to the texture import settings which I've done every possible change I could in the import settings. The only thing that sort of helped was making the resolution 4096. I also made the textures in substance painter and used the 4x4 anti aliasing option which I think might be why they are still appear a bit blurry. Also if anyone can point out any way I can improve the lighting and atmosphere? perhaps there are some good addons I can apply to get better render results. I do have the post processing stack and it's being used currently but I figured there would be more I can do. Seeing the recent unity projects they've shown really impressed me and I feel like I may have to get to a quality which seems more like a team effort. Please if anyone can give me their feedback I would be most appreciated and will work hard to make this look as good as I can.
     

    Attached Files:

  6. Lachadonan

    Lachadonan

    Joined:
    Aug 8, 2009
    Posts:
    358
    GPU instancing is awesome! I have 500 Dross Enemies on iPad Air2!

    https://media.indiedb.com/images/games/1/36/35877/Sudden_Death.1.gif
    It is a GIF so its moving! Heres it static with more!

    When you Zoom in tho, This is what they are

    500 of them! Super impressed with GPU instancing!


    Heres my site: www.TeamDerelict.com
     
    goblinworkshop and Not_Sure like this.
  7. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    1,537
    polycount is the best place for feedback on art.
     
  8. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    1,537
    Modular medieval characters in development for a Unity game. Been learning and messing around with Unity lighting and post process, and I'm pretty happy with the quality I've been able to achieve so far.

    mob1.jpg mob2.jpg mob5.jpg
     
    goblinworkshop and Not_Sure like this.
  9. freefall89

    freefall89

    Joined:
    Aug 11, 2011
    Posts:
    112
    Little scene I'm making :)

     
    Mister-D likes this.
  10. redpanda

    redpanda

    Joined:
    Nov 23, 2012
    Posts:
    71
    I released my pack, it's available now:
     
  11. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699

    Attached Files:

  12. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    So this is how the mesh turned out, it could actually be used as a splat or even terrain texture.

    Early material test




    In Unity




    More renders



     
    Kona likes this.
  13. Not_Sure

    Not_Sure

    Joined:
    Dec 13, 2011
    Posts:
    2,552
    :eek:

    Nice work!

    I would love to see the script you have to move them.

    I'm working on a Doom clone and would like to have up to 500 enemies on the screen.

    Right now I'm capping off at 100 enemies before physics starts chewing my CPU apart.

    It seriously goes:
    100 enemies - 70 FPS
    110 enemies - 30 FPS
    120 enemies - Slide Show

    And my profiler is a big fat orange bar.
     
  14. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Ok now it's a mesh!!








    Close Ups:







    On another note I think I found a way to have wind for my trees.
     
    Slaghton, Billy4184 and botumys like this.
  15. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Made some simple rocks that I covered with fast moss for my other ground meshes, will be mesh parts to include in the pack.







    I also removed the grass from some of the modular rock and cliff models so there will be a version without grass to and tomorrow I'll attempt to import my first "Custom Tree Importer" that works with wind.
     
  16. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    A scenery made during my free time. landscapeUnity2.jpg
     
  17. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    I remember being impressed by your landscapes years ago. This one looks beautiful.
     
  18. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    Thank you Blacklight!
     
  19. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
  20. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    This was fab!! Did you use SEGI on this?

    I remade the tree stump texture into something more HQ. Having that improvised texture from when I rushed to upload the pack was really bothering me.

     
  21. Daimnjegold

    Daimnjegold

    Joined:
    Jul 31, 2018
    Posts:
    1
    Reminds me of Guts from Berserk manga. Especially sword and helmet.

    Tried pixelart for the first time and messed with Bosco Ceoil.
    https://instaud.io/2v2P
     

    Attached Files:

  22. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Yeah I agree on that one!

    Nice pixel arts!
    ----

    Started making the new trees now. Made a slightly different bending of the trunk also, using particles I am able to randomize my branches. I think I might make fall and winter variations. Now all I have to do is make a few more different trees of the same type by remaking new trunks and spreading random particles.

     
  23. Enixoid_v2

    Enixoid_v2

    Joined:
    Mar 11, 2014
    Posts:
    33
    Just trying to make comic stylized graphics.

    123wqd.jpg e5rh6j.jpg ewtgfyhe.jpg
     
    Not_Sure likes this.
  24. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    Thanks! No, build in lighting.
     
  25. Billy4184

    Billy4184

    Joined:
    Jul 7, 2014
    Posts:
    3,921
    Very cool.
     
    florianalexandru05 likes this.
  26. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Finally started to make my base texture for the beech tree. I got the scratches and some molds down, I'll make more variations for more trunk age and tearing.

    ~Model in wip~






    Snow here I'm playing with more SEGI. I'm actually glad I changed to the standard shader, it doesn't look bad!


     
  27. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Ok, I realized I can use the texture from the detail mesh as terrain tile. Makes for a good muddy material, some puddles would be nice now.







     
    Not_Sure and Lex4art like this.
  28. kristiangrundstrom

    kristiangrundstrom

    Joined:
    Nov 27, 2017
    Posts:
    26
    Working on the sequel to my adaptive music pack: Hero Fantasy Pack Vol 1.

    Hero Fantasy Pack Vol 2 uses the same concept as the first pack in its essence. All themes are in the cinematic heroic fantasy vibe and consist of 2-4 sections where each section is splitted into further 2-4 parts. Each part differs in dynamics so you easily can make transitions from softer scenes to more tense scenes or battles. This makes the scene transitions easier utilizing middleware like FMOD/Wwise/ELIAS since all wav files have natural decay at the end so no weird audio glitches. Just set the correct BPM and drag n drop into FMOD for instance (BPM and time signatures is documented in the description PDF.) If you're not using middleware all the parts come is seamless loops as well of course.

    There are also stingers/hits for each theme so if you want to end a part with different type of hits or make a transition between different parts or scenes you can try some of them out. They are all adjusted to the BPM and time signature as well for drag n drop in the middleware of choice.

    Here's a short preview of one of the themes from Hero Fantasy Pack Vol 2:

     
    Last edited: Aug 19, 2018
    DotTeam likes this.
  29. freefall89

    freefall89

    Joined:
    Aug 11, 2011
    Posts:
    112
    Bit of work I done did, anybody recognize the little picture in the corner ?

     
    Mister-D and kristiangrundstrom like this.
  30. NoMoreFeelings

    NoMoreFeelings

    Joined:
    Aug 16, 2018
    Posts:
    2
    My latest personal artwork. Please take a look. Hope you like it ;)
     
  31. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,395
    love this, would love to see more;)
    im trying to remake the trainlevel. but i didnt get any further than the weapons only.
     
    florianalexandru05 likes this.
  32. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    1,537
    Modular medieval characters are close to finished... hair and beards are in the works.
    screenshot029.png screenshot031.png
     
    Lex4art and kristiangrundstrom like this.
  33. FimpossibleGames

    FimpossibleGames

    Joined:
    Jun 27, 2018
    Posts:
    68
    Trying some new approtach with unity, to create special effects for maybe music video in future
     
  34. freefall89

    freefall89

    Joined:
    Aug 11, 2011
    Posts:
    112
    Thanks, I will post more when I got more.. this is just a side thing :)
     
    Mister-D likes this.
  35. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Beech Tree Leaves

    Leaf with tree variations for my beech tree model.
    Modeled in blender and texture with substance designer.
    I have to admit I got a bit lazy on the cells and just inexcusably tiled them with a 256px texture but at that small size, no one will be able to tell! All I need is a leaf generator in substance and I can spread them all around my environment and add them to the tree of course. I might update them with more edge cutout.

    RHE_Leaves01.jpg
     

    Attached Files:

    kristiangrundstrom likes this.
  36. Lelepoop

    Lelepoop

    Joined:
    Nov 14, 2016
    Posts:
    87
  37. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    1,537
    Just playing around with some environments. Used the speed tree modeler software to make a handful of trees -- funnest program ever. I'm addicted to making trees.

    Grass is fantastic unity asset store purchase : photographic grass, IIRC.

    ac811ee038509d6ded127809a5731f84-jpg.jpg 0b7ff2df40778cc5ede94d108929f339-jpg.jpg
     
  38. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Used a generic human model as a scale reference. so far I got an ok scale.
     

    Attached Files:

  39. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    I pushed unity real-time rendering to the limit with this simple hack I made, more like a trick for myself tbh...
    I like the way SEGI treats emission and GI as real lighting and not some washed out lightmap, it helps give some definition to the normals where you have shadows but what it was missing was contact-shadows. I couldn't buy a AAA pack from the store so I come up with my own free solution by overlaying ambient occlusion effects on top of each other until I got soft shadows/AO. The effect isn't too accurate but it's better than nothing. (SEGI + post processing + my contact shadow hack)



    Gi boost




    Sharp






     
    Lex4art, Billy4184 and petersx like this.
  40. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Here are my new renders with the new workflow!





    Comparison images of unity forward rendering with GI and PP off and my GI on.



     
    Not_Sure likes this.
  41. petersx

    petersx

    Joined:
    Mar 5, 2015
    Posts:
    191
    Hi, nice work!
    Does SEGI work under 2018.2 HDRP ?
     
  42. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    No, it doesn't, at least the version I'm using it's only made for version 5 : (
    I'm still trying to grasp the HD rendering myself right now but I'm waiting for unity to develop it more. If you want graphical improvements I suggest looking in the asset store but if you want to do it free you have to find workarounds. My hack is mostly good for image rendering but I can use it for real-time if I tone down on the quality, which is something I'm gonna do if I make videos. What I did it rather silly and not good for real-time video games but rather to get a better look.
     
    Last edited: Aug 29, 2018
    petersx likes this.
  43. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Gotta apologize for today's spam~!

    I made my first substance material!






    ----

    Made a crate texture using the new substance.








     
    Lex4art likes this.
  44. freefall89

    freefall89

    Joined:
    Aug 11, 2011
    Posts:
    112
    Small update, if anybody is interesed.. I am looking for a programmer with expericence with fps games. I really want this Soldier of Fortune remake thing to be something.

     
    Mister-D likes this.
  45. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,395
    im willing to contribute
    ive allready made 5 weapons for my attempt at recreating the train level
     
    Not_Sure and florianalexandru05 like this.
  46. florianalexandru05

    florianalexandru05

    Joined:
    Mar 31, 2014
    Posts:
    699
    Very nice work! :eek:
     
    Mister-D likes this.
  47. Jonathan-Watkins

    Jonathan-Watkins

    Joined:
    Mar 10, 2015
    Posts:
    117
    "Enchanted Forest" Vol. 1
    EnchantedForest.jpeg

    Working on a collection of interactive short films exploring the beauty of a forest.

    Endless Code
     
    Not_Sure, botumys and BIGTIMEMASTER like this.
  48. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    3,951
    Having some fun with the Unity HDSRP... took a part of the weekend to update the visuals of my characters, starting with Subsurface Scattering... something I've wanted for so long to be natively supported in engine. Using the Amplify Shader Editor, I can now create unimaginable levels of detail on my character's skin.

    Still a work in progress as I want to add microbump, subdermis, and peacefuzz... SSS Render 2.png SSS Render 1.png
     
  49. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    1,537
    Continued environment work for our game.

    Desktop Screenshot 2018.09.02 - 15.31.12.90.png Desktop Screenshot 2018.09.02 - 15.29.18.57.png Desktop Screenshot 2018.09.02 - 15.24.36.46.png Desktop Screenshot 2018.09.02 - 15.12.53.65.png Desktop Screenshot 2018.09.02 - 15.06.04.81.png
     
    botumys and KRGraphics like this.
  50. Jonathan-Watkins

    Jonathan-Watkins

    Joined:
    Mar 10, 2015
    Posts:
    117
    Messing around with the post-processing stack and some water shader today. Might turn this into a short film or game idk


    peering Final.png
     
    Last edited: Sep 3, 2018