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Discussion in 'Works In Progress' started by Tim-C, Jul 26, 2012.
Work in progress for my new tree!
Textures made in substance designer and painted in Substance Painter.
Still, need a few slight adjustments and some branch cards for more realism. I made the branch mesh as simple as possible because the cards will compensate a lot.
im curious how u will add wind since the branches are all one mesh in the trunk?
Yeah, was wondering that myself with CTI, I think only a few of the tips will have wind I guess, also, there will be branch cards as leaves. As for texturing not done yet, will add some lichens to cover more of the digital tiling.
yes cti is good but not good for custom meshes with a more organic look wich u can best achieve with a sculpted tree. i havent found a good solution for this yet also.
Has been a while since I felt inspired to do a mini-scene. A forest spirit has been in the back of my head for months <3
I see what you mean... I saw your tree in the pack btw. Well it's ok, this one's a more unique tree and if anything I'll just have my leaves flutter lol. I'm also looking forward to see how I can do this.
Back at this and I made a few more dungeon doors. Will make a lot of wooden stuff with my wood substance!
Tree kinda finished!
Shot from a film I'm working on.
I'm finally the owner of CTI pack, just bought it.
Here's my first test of how the trees are gonna look like with wind and proper foliage shader:
Animated version :
In my quest for better lighting I have found a way to make my light looks really natural using HDR. I was going for a overcast lighting and it was easy to achieve in real time with basically no light with the help of one HDRI sky and SEGI.
No HD vid as of yet!
I want to finish this pack already but I need to have more content to make a forest/hills.
Haven't posted here in a while...
Would anybody be interested with a lowpoly car pack on the asset store with cars in this style?
A pack would consist of five cars, some different sets of wheels besides the stock model ones and about three tuning 'stages' per car.
Still making the same soldiers... How does this version look?
just go for it
Neat. Howd you do the florescen light?
u mean how its lit? nothing special, just some point lights and reflection probes
Heh will do! I think I will add interiors as well
Hybrid procedural animation rigs coming soon!
Spine Animator waiting to be approved on the store:
Tried to create some realtime food porn. These are screenshots from Blender 2.8's Eevee Viewport. Textured in Substance Painter.
I started on the interior.. I think I will keep it simple like this.. just a rimlight, to sorta bring up details.
@florianalexandru05 great looking door you got going there
Ive been recently working on my sculpt for my next asset store character, the first of a set of pirates and the first asset for some time!
and yes , i would love to see u continue the metro level of sof1
hehe thanks, I will at some point.. I was just stuck with all those assets and such. Stuff being offscale, and me wanting to make it a bit more proper scaled. It is pretty overwhelming..
Some menu art.
Thanks, good looking pirate as well! I so wish I could do characters like that but I never quite step into it.
I am done spamming now.
another wip shot, lighting and environment tests
yarrgh and update on my next asset store item....wel I say yargh but he turned into a nice guy sea Captain. Once this one is done a villainous pirate variant will follow!
Finished a second car for my lowpoly carpack yesterday..
Looks like will need to update the first model detail wise compared to this one hehe
some look tests on the new game I'm making.
Doorway to Tomorrow
More updates, finally done the textures for the beech plants. I went as far as making fall versions and I even got as far as adding unnecessary details on small branches that will be under 1k anyway. Trying extra hard to achieve a bit more realism. Material includes translucency.
trying out the hdrp fps sample and converting one of my fps projects into it(inspired by oldschool fps games but in a modern jacket) . hdrp isnt very stable yet and i still have a lot of work
heres the take health animation:
those leaves and tree are very nice, great work
Neat stuff to man! I wonder how you made the syringe substance shrink.
tnx, its simple, the liquid pivot is at the base, then scale down y axis when tube goes down