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WIP Small Works Art Thread

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

  1. Billy4184

    Billy4184

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    Trading menu for my space game ..

    UI.jpg
     
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  2. Billy4184

    Billy4184

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    Practicing my UVing and texturing ..

    Test.jpg
     
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  3. kdgalla

    kdgalla

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    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. ;)

     
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  4. Mister-D

    Mister-D

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    current state of my fps

     
  5. Billy4184

    Billy4184

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    Working on a space station for my game..

    Screenshot.jpg
     
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  6. kdgalla

    kdgalla

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    That's cool. The screenshot almost has a vintage film look- like the original Star Wars film or something.
     
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  7. SilverStorm

    SilverStorm

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    Here's my game I'm hoping to eventually release. It's a full on 3D Platformer with Puzzle elements inspired by the classics.
     
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  8. Billy4184

    Billy4184

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    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 ..


    Screenshot.jpg
     
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  9. Billy4184

    Billy4184

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    Working on some modular station concepts for my game:

    Station1.jpg Station4.jpg Station2.jpg Station3.jpg

    All of it uses just one texture (except for solar panels):
    Tex.jpg

    The idea is to create a set of modular parts using one texture for each faction, and assemble all the stations from that.
     
  10. florianalexandru05

    florianalexandru05

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    Just putting this out there but this is a Wip for my nature pack, updating my sahders and testing light.

    screen_3840x1818_2021-12-31_23-46-27.jpg
     

    Attached Files:

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  11. Dag-Tholander

    Dag-Tholander

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    Wowrking on a infinite screenprojected water system.
    water4.png
    water5.png
     
    Last edited: Jan 23, 2022
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  12. impheris

    impheris

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  13. Dag-Tholander

    Dag-Tholander

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    upload_2022-1-23_12-43-20.png
    Implemented subsurface scattering based on an article about the water in "assassins creed black flag". Also reworked the way the wave heightmaps are generated
     
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  14. Dag-Tholander

    Dag-Tholander

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    Implemented screen space reflections and also some boat physics for fun. water6.png
     
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  15. Goatogrammetry

    Goatogrammetry

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    which pipeline is that water for? I love it.
     
  16. Dag-Tholander

    Dag-Tholander

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    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
     
  17. nasos_333

    nasos_333

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    Latest work on GIBLION system for anime and painted look style.
     
    Last edited: May 9, 2022
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  18. impheris

    impheris

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    That is pretty cool :3
     
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  19. nasos_333

    nasos_333

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    Thanks :)
     
  20. Dag-Tholander

    Dag-Tholander

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    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. flight1.jpg flight2.jpg
     
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  21. Dag-Tholander

    Dag-Tholander

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    Really cool effect!
     
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  22. nasos_333

    nasos_333

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    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 :)
     
    Last edited: May 10, 2022
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  23. impheris

    impheris

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    i love the grass, i definitely want to play in this world
     
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  24. nasos_333

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    Thanks :)

    I also work on a compute shader vertex feed shader variant for more control over the grass motion, the above video is that wip
     
    Last edited: May 10, 2022
  25. Dag-Tholander

    Dag-Tholander

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    flight3.jpg
    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.
     
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  26. wm-VR

    wm-VR

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    A few impressions of my little photo shooting set (HDRP) Hop2.png Image Sequence_044_0000.png Image Sequence_045_0000.png Image Sequence_047_0000.png
     

    Attached Files:

  27. wm-VR

    wm-VR

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    Image Sequence_048_0000.png Image Sequence_049_0000.png
     

    Attached Files:

    Last edited: May 13, 2022
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  28. KiwiBerry

    KiwiBerry

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    Bonus points for who can guess what 2 games inspired my map.
    Area locations pop up as you progress.
    Captureworld.PNG Captureworld com.PNG
     
  29. SilverStorm

    SilverStorm

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    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.
     
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  30. KiwiBerry

    KiwiBerry

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    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.
     
  31. Antypodish

    Antypodish

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    Attached Files:

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  32. KRGraphics

    KRGraphics

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    Unity_JHPLetUJpa.png Unity_4fJqdJcD9W.jpg 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
     
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  33. nasos_333

    nasos_333

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    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.
     
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  34. impheris

    impheris

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    is the last image, the one with the giant machine seconds before shooting rendered real-time in unity?
     
  35. Antypodish

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    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.
     
  36. nasos_333

    nasos_333

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  37. KRGraphics

    KRGraphics

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    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.

    ltr6u7PdMJ.jpg qDCdA7BEzC.jpg
     
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  38. KRGraphics

    KRGraphics

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    Eyeball Profile.png Eyeball with Parallax.png
    Taking this even further... And last night, I added pupil dilation to this eye.
     
    Last edited: Aug 17, 2022
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  39. kdgalla

    kdgalla

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    Made a new character for my latest project:
     
  40. Paradoks

    Paradoks

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    I made this to present the new character KOSIR of my WEBGL/ANDROID MOBA ADVERSATOR.COM

    Banner_Kosir.jpg ScreenShot_05.jpg
     
  41. nasos_333

    nasos_333

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    Last edited: Sep 26, 2022
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  42. nasos_333

    nasos_333

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  43. Billy4184

    Billy4184

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    Space hangar!
    SpaceHangar.jpg
     
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  44. nasos_333

    nasos_333

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  45. dot_entity

    dot_entity

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    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:
    Butterflies_Demo.gif
    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.
     

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  46. impheris

    impheris

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