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Discussion in 'Art Assets In Progress' started by Tim-C, Jul 26, 2012.
Trading menu for my space game ..
Practicing my UVing and texturing ..
Lately I've resumed working on the scene from this previous post
Added some more animals and also the Awesome KWS water system that's currently on sale.
current state of my fps
Working on a space station for my game..
That's cool. The screenshot almost has a vintage film look- like the original Star Wars film or something.
Here's my game I'm hoping to eventually release. It's a full on 3D Platformer with Puzzle elements inspired by the classics.
Yeah I didn't go for that specifically, but I see what you mean! I'm aiming for something that's easy on the eye but everything stands out clearly.
One more ..
Working on some modular station concepts for my game:
All of it uses just one texture (except for solar panels):
The idea is to create a set of modular parts using one texture for each faction, and assemble all the stations from that.
Just putting this out there but this is a Wip for my nature pack, updating my sahders and testing light.
Wowrking on a infinite screenprojected water system.
Last screenshot looks nice
Implemented subsurface scattering based on an article about the water in "assassins creed black flag". Also reworked the way the wave heightmaps are generated
Implemented screen space reflections and also some boat physics for fun.
which pipeline is that water for? I love it.
Thank you! it's for the built-in pipeline, but I'm thinking about making a HDRP one too. The plan is to share it for free once I'm satisfied with it
Latest work on GIBLION system for anime and painted look style.
That is pretty cool :3
Been working on a procedural planet generator. It's multithreaded and runs at about 400 FPS with planets of radius -50 000 meters with the minimum LOD being 5x5 meters. It's based on a quadtree kind of like what KSP does for it's terrain. Next step is to solve precision errors due to big planets and also try to move it into DOTS.
Really cool effect!
Thanks a lot . I have now been working on combining the new toon effects in GIBLION with Sky Master ULTIMATE Ethereal volumetric lighting, here is some videos of that work. Very cool work on the planets as well
i love the grass, i definitely want to play in this world
I also work on a compute shader vertex feed shader variant for more control over the grass motion, the above video is that wip
Implemented floating origin to allow for bigger planets, switched to a double camera setup for greater draw distances and also added water. The planet in the picture has a radius of 600 km.
A few impressions of my little photo shooting set (HDRP)
Bonus points for who can guess what 2 games inspired my map.
Area locations pop up as you progress.
I Love that concept of areas popping up on the map as you unlock them.
As for the game I don't have a clue but it reminds me of either Zelda or Final Fantasy.
For the planet design, I looked towards StarFox Adventures. Paper Mario: The Thousand Year Door helped with the pop-up aspect. I always enjoyed the wonder of your next location in that game. I feel like if a map shows everything from the start, it cuts away that exploration feeling.
Our team work on Sanctuary RTS game.
Dedicated thread is here.
I would like to share some of our artwork
Good morning. Decided to have a little fun this morning before work. And added a new feature to my shader set. Now I can decide what part of my materials are either wet or dry. As an example, the shirt of my character will get darker and slick when I turn up the wetness slider.
In the final version of this shader feature, I'll be replacing this slider with texture masks to indicate how much wetness I want
#unity3d #indiedeveloper #realtimerendering #computergraphics
My latest work on realistic ocean water rendering, reflections, underwater lighting and foam, for the just released Oceanis URP Water Framework system.
The reflection model is based on physically based sky rendering with atmospheric scattering. The foam is based on water dynamics and a GPU based particle system, which allows water particles to be detached from the wave heights at high winds. The underwater supports distortion, fully volumetric lighting for all lights, fog and also effects like bubbles, fish flocks and caustics.
The system is also directly compatible with Sky Master ULTIMATE volumetric clouds for rendering the image effect in the reflections.
is the last image, the one with the giant machine seconds before shooting rendered real-time in unity?
Nope, it is rendered in a blender, with additional artistic post processing, to add effects.
We would love to reach such VFX fidelity in a game, but it is quiet a challenge.
It is the same model however, which we use in the game.
The water scene with trees is a screenshot from Unity.
Combining the new Lumina GI - Real time true Voxel based global illumination system (-50% off currently) with Sky Master ULTIMATE Ethereal volumetric lighting, for a complete cutting edge technically and realistic atmospheric and lighting simulation in URP.
ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit
Morning. Having some fun with shader creation and updated my eye shaders to support Subsurface Scattering using Amplify Shaders. The effect is subtle, but it makes my eyes look natural.
Taking this even further... And last night, I added pupil dilation to this eye.
Made a new character for my latest project:
I made this to present the new character KOSIR of my WEBGL/ANDROID MOBA ADVERSATOR.COM
Combining the new Lumina GI - Real time true Voxel based global illumination systems with Screen Space reflections in URP and HDRP.
The GI is also reflected and the effect is combined with the LUMINA fuzzy voxel space based reflections.
The system can be used also together with Sky Master ULTIMATE Ethereal volumetric lighting system, for a LUMEN like complete illumination system (Video).
Sky Master ULTIMATE and ORION, work on biomes and round planet volumetric clouds - atmosphere, water and weather effects.
ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit
Combination of Sky Master ULTIMATE for clouds and Oceanis system for water
Sky Master ULTIMATE 2021 work on atmospheric weather effects, including screen space shadows, sun shafts, fogging and tornado with vortex systems.
Also shown in top images the work on combination of Sky Master ULTIMATE 2021 for clouds and Oceanis system for water, for the Environment Building Bundle.
ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Asset Store
Hi all! Beginner's stuff here and I would really appreciate your review and comments.
I decided for whatever reasons to create a Particle System of flying butterflies. I'm aware there are some existing similar and great VFX examples out there, but I wanted to use the Shuriken system for use with a custom scriptable renderer (see below). Here's a preview:
To be honest, I barely started to understand the basics about shaders while accomplishing this particular task, so I cannot but feel there is room for improvement: optimisation, code syntax, quality, redundant parts. Therefore, I would be really happy if one would find some time and have a look in the code, in order to share any hint/advice/recommendation of how things could/should be done differently.
In general, the system works as I wanted, but since I am not skilled, my practice has been to stitch working code together. Specifically:
- the shader for the particles is built upon code originally created by Catlike Coding,
- the formulas for vertex animation are inspired from Cynilux and adopted accordingly,
- the butterfly textures have been download from pngwing.com,
- and finally I'd like to mention @richardkettlewell for providing a big deal of help in the forums.
Since I was not able to make a package out of the required components (with the dependencies included) I post the whole project, where unnecessary files/packages exist. I apologise in advance for the inconvenience to anyone who will give it a try.
Some time ago (before all the license bs) i made this trying the water shader and the new cloud system:
I can not embed it, idk why, but here is the link: