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Discussion in 'Works In Progress' started by Tim-C, Jul 26, 2012.
Your graphics style looks really good, and it'll save you from tons of rigging and animating!
@kdgalla , that was exactly the idea. No way I could rig a bunch of characters in a month.
Wolfenstein inspired rifle WIP for our Man in High Castle game
Working on a game-ready enemy drone for the asset store, which was modeled in Blender and textured in Substance Painter. The plan is to animate it shooting a grenade out of its mouth and to add particle effects to the fire launchers on the bottom
More heroic Christian warriors and foul, devilish defilers. A battle doth brew!
A merry band of brigands make way cross the countryside, but Lo! There be devilry afoot. Men turned unnatural and foul roam free, devouring woman and children. Only those Baptized by Holy Water may resist the Great Deceivers most sinister plan.
Get to the chapel! Wash ye filthy, sinful bodies. Before it's too late!
Some screenshots from our first pass at tutorial level for our game-in-a-month project.
3D artist here, working on an asset pack for the store.
I'm looking for feedback or any wishes you might have.
Demo build here: https://bit.ly/2YGQTXQ
Models and textures look fantastic. But that screen effect is a bit too much for me. Too much chromatic aberration and feels like the lens is distorted? Kind of has a drunk/dreamy feeling.
I agree with the drunk/dreamy effect; it's more of a personal choice. If I get more feedback like this I will definitely change it. Thanks for the feedback
Working on a raymarcher. Currently trying to optimize it in diffrent ways while still avoiding artifacts.
Here are some screenshots with amped up settings that really make your GPU want to kill itself :
Latest version of my sky and grass systems, volumetric cloud system with extreme performance optimizations for minimal impact in gameplay.
Wow, its amazing how far sky master has come. Truly night and day. Wakka-wakka!
And i also work on the xStream version that has a notch up clouds and water, with fly through in clouds and unique precision volumetric effects in water. This will target desktop mainly.
Which one is more fitting? Left or Right?
Attached better quality image because the gif is kinda crap.
Made a character last weekend.
I think it turned out fair(l)y well.
Some minor UI work and player equipment creation
I've been editing purchased Asset Store props and I'm glad the textures are high res enough to add my modifications
Lately I've been working on an ocean environment from the early-mid Devonian period (429-385 million years ago). Here are some models that I've made.
Here is an Orthocone Nautiloid. It's an early ancestor of our modern nautilus.
Cephalaspis Lyelli. A primative, jawless fish with a mostly-cartilaginous skeleton and a distinctive, crescent-shaped, boney head shield.
Cheirolepis- a ray-finned fish with shark-like characteristics.
Adelophthalmus- a genus of small eurypterids. Eurypterids are more commonly known as "sea scorpions" but are not actually scorpions but more like shrimp or something.
Working on outfits for my game. I'm still working on the males but it will look similar to the female starter set. Planning on adding more clothing detail to the outfits and future ones.
With account and character creation with customization in, i'll only need combat in to have a bare bones alpha demo ready. Player housing and inventory are still being worked on. Looking at a more complete alpha demo around December.
Gorgeous. Looks like Nino Kuni!
This have soul!!!!
I'm working on a sort of shootemup-platformer hybrid, which I call Hijack for now, where you can hijack any and all enemy vehicles, and dance on top of them.
It's still very early in production, but I would like to know what people think.
Mario Odyssey concept but creative. Hehe. I like it.
If ideation doing well, this game-play will be a thing.
Keep it up.
If you think about it, the Mario Odyssey concept is basically Kirby.
But Hijack is actually different in that you can have as many ships on your side as you are able to steal, you can create a small fleet in a single level like that!
It's a bit experimental, but I really like it so far!
Just to be constructive here, I don't get the slightest impression that there is a single bit of snow in this scene. It does not have a christmas feel. It looks more like a fancy cake. I see you attempted snow on the rooftops and between the rocks but it just does not give a snowy impression.
Thanks for the feedback. Yup. Me myself also don't feel right on point yet.
I'm still searching for an unique art style as a new direction for all my art packs.
This whole scene shares only one material with all props for mobile friendly purpose.
With one high density UV chunks texture atlas which kills details, this might be the issue...
Sometimes I was thinking...
Isn't it there a free plugin that can manually merge desire models textures into an atlas?
If there has something like this, then I will use back on the classic way: One model, one texture sets.
Then let users to combine them as they want. So I can make more details on each props.
What do you think?
Hmm by the way... I think I might change art direction again...
To something different than current, now I'm doing experiment.
Will post on my mega discussion art thread tomorrow.
I've just started getting into Shader Graph and I tried to create some smoke. I got the idea from seeing a geyser around a volcano, but it doesn't quite look right. I was hoping someone in here could give me some tips or advice?
Here is the Graph:
not really game related but im happy with how it came out
Made a 2D realtime animated procedural cloud shader with some fake lighting. It does not use the usual 'noise' based approach, but instead an original method I came up with.
Dude, saw that featured, really awesome! You're good at this!
tnx! was it featured? im gonna make a series and print them. still learning on how to airbrush...
Wow sounds awesome I wana see that happen! Yes I saw it featured. You mean using real airbrush? Haven't used real art tools since my art classes at uni.
yes real airbrush and other painting techniques.
I like that your character has a unique silhouette and doesn't look like "generic female character #536".
Reminds me of Elastigirl, but more stylized.
That was indeed more or less what I was going for
Improved on my cloud shader quite a bit... also submitted it to the asset store today. Coming soon.
I feel like your first draft was too fuzzy, and this one is too sharp.
They both look good though.
WIP on InfiniGRASS v2.0, usage with Sky Master ULTIMATE and soft shadows
Working on a skybox for my game..
Got my realtime 2d cloud renderer finished and uploaded to the asset store Now available for $15.
Stargate effect for my game (model not mine)...
Military compass. I have to make some shaders in unity, for now it is displayed in Toolbag. Bigger images if you follow my artstation link in sig.
Another scene for my game ...
Essential tools for land navigation training. Only thing missing is a map, which will come later. Next up, the character and their gear.
Making some big environment pieces for my game ...
for my first game I came up with two basic style ideas. Please find both prototypes below.
The game is a mixture of card collecting and empire building, while the empire building and fighting part is more like a manager, than a visual RTS-like environment. It all evolves around an immersive tech/research tree that is following real world inventions and the like from stone age until now. Obviously as a solo developer I need to cut resource heavy stuff like having a trillion sprites for the cards etc. and I'm aware of such things.
Anyway, my first idea for the research/tech tree was to have a 3D scenery, that changes when progressing through the time ages. So the ground material will change, 3D elements will change etc. It will look quite immersive, but UX wise I think it will be unhandy for the player to navigate (since I will need to show the complete tree e. g.). In this case the UI would be kept rather realistic as you can see in the prototype. I do also struggle with the fact that there will be a 3D environment in the tech tree scene, but the empire and war scenes will be rather plain -> it's inconsistent.
The second idea evolves around a "UI"-only approach, where I incorporate a style that goes into the direction of art deco but is slightly darker and not like the 1920s golden / gatsby like feel. Here I'd concentrate on creating nice UI transitions and animations to have an interesting experience for the player. I also think that the tech tree is more approachable/usable because navigation is better. Also here the overall look will be more consistent. Obviously it lacks impressiveness since it's "all plain" (though things are moving... so...).
Sorry I only post the links, but the image stuff is broken somehow :/
I'd really appreciate some feedback on both prototypes (and please remember they are protos ).
Thanks and KR
Trying out some procedural asteroid heightmaps/textures in substance designer...
Impossible to give useful feedback on the prototypes without seeing them in action. That said, both images look great, I like the paper/clay style of the UI.
Heres something I've started last monday!