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Discussion in 'Works In Progress' started by Tim-C, Jul 26, 2012.
Looking good thunderent just work a bit more on the metal texture especially on the specular map.
The model doesn't have a specular map...it's just the Bumped Specular shader.I got angry because my bakes turned out bad
I'll continue to work on the textures+a specular map...Thanks for the crits^^
I've been working on Helios for quite some time now and I've finally gotten down to the action combat part. The system uses collision detection to define hits, combined with hit boxes on the monster, damage gets calculated. Swords have a refraction trail behind them that is generated at runtime.
When a monster is hit on the head 30% extra damage will be dealt. Also weapons can be enchanted to gain extra attributes such as knock back strength, fire strength, ice etc.
If you would like to see more please visit http://www.helios-online.net
That looks epic! I'll go check your website now
Actually there are a ton of cool features that are quite unique. For example there is a fully dynamic 24 hour day/night system, at noon the city's close down and you won't be able to get in. Since the world is a hostile place (especially during night) you want to make sure you either get into town or get geared up. By bribing a guard you can get into the city, even at noon.
Also environments affect the player for example walking through the desert drains your stamina quicker and fighting on ice increases knockback chances.
There are a whole lot of other features you can check them out the blog page of the site.
textures are still heavy WIP, just trying to get the single pieces fitting together in a way that isn't too complicated.
Especially the overhang and the 45 degree pieces makes it hard.
Stairs are nearly done, balconies will follow + some probs. not sure if i am able to put the probs on the same texture atlas or doing a second one.
after that...interior (<---i am scared of this )
Sclumpfsack - Lookin' sharp there! Those buildings are all made modularly, right?
You should write a tutorial for those of us (like me) who aren't as good with this sort of thing.
jup everything modular.
tutorial..umpf...well it is sometimes a wierd progress i do with the modular stuff.
i used THIS awesome tutorial by Thiago Klafke and converted it (in my mind) to exterior and blender
maybe if i have lots of spare time i could make a tutorial, but don't nail me down to a date^^
This is sweet. Just watch scale of grass-flower texture.
@Schlumpfsack +1 for that tutorial.. It is good one.
Darn i was looking if that guy made tutorial on how he did his epic UDK scene, finally thanks for link.
Schlumpfsack scene looks very good, looking forward for more pics.
Stealthy UCAV for Steel Archers, around 120 Polygons.
Our latest iOS project
Hopefully gonna make it through this time. Project #125
It's all about the journey, not the destination.
I've no idea what it is but the colors are looking lovely <3
thanks guys, that means we are doing something righ. Hope to be able to show some gameplay footage next week
that's when our next dev milestone shall be met.
Its a puzzle game basically. You control the yellow rectangle through these stages
I re-did the texture on the cannon.Time to make it look interesting,add scratches/dirt and all of that...
Thunderent to be honest i liked first saturated version more than current one. Anyways yeh adding some metal scratches on edges would be great.
Looking decent but there are a few things that stand out in the scene.
- The ground texture is waaay to big, those flowers!
- The DOF and Bokeh are just way over the top, increase the range and adjust the fade settings (I forgot the name of the setting) to make it more natural. The bokeh could be tweaked, those big white spots are bad.
Those two points are really hurting it. Would be nice to see the combat in motion too!
Thanks for the crits!
It's just a "block-out" of the main parts(wood/metal).I'll play with the color balance/saturation after the texture is finished.
new testbuilding added.
First time sculpting anything in ages. Totally lost it, need more practice
I got bored with the hair, does it show?
@Schlumpfsack You should try vertex painting, it would make building look much less repetitive and also more worn. Also in lightmaping turning AO very high would help to get some shadows in 90 degree angles. Other than that it looks good.
@Farfarer sculpt looks good, hair too.
Looks damn good though...
Messing around with a metal shader I put together... still trying to figure out how to get glossy reflections so I can get the look of brushed metal. All this shader takes is a black texture with alpha and a single swatch... normal maps are optional. From left to right: Copper, Bright Gold, Bronze, Chrome. Thinking about selling this on the Asset Store. Enjoy
Please do, im in very need of a shader like this.
I will submit this if there is some more interest... the shader also doesn't work on tiling textures yet and there is no fallback for it... I will also make one with no normal mapping to give users more options...
I would be interested if it was cheap enough.
Well, I am thinking of selling these for $5... Just $5 for all of these goodies!!!!!!!!!!!!!!! I also want to tackle metals, ceramics and cloth shaders such as velvet and leather...
And these are shaders being used in Project Champion. And to any moderator, could you copy my post and put in the Assets Forum... thank you
Sounds good to me!
Thanks... decided to post this on the Asset and Asset Store thread
here is the link
Uh, what initially felt like a clever idea takes ages with my tiny brain being the most annoying barricade.
But I'm getting better
Love your style - it's simple, yet elegant.
uuh, thanks to you guys. elegant sounds like a ver cool attribute to these pieces. Hope I can make the following pieces in line with these !
More buildings, roads, plants to follow
Man, this right here is just awesome! Keep up the great work!
@ Acumen - nice work, lovely and clean. What's it for? (Also, is that rendered in Unity? How did you get the edges so smooth?)
Update on the sculpting - organic bits are done for now, have to add the mechanical aspects to this statue. I decided eyes were too hard and gave him glasses instead. I'd love for some feedback on the sculpt - I'm really inexperienced with this kind of modelling (this is only the 2nd character I've sculpted). Any tips from the modelling geniuses (genii?) that frequent here? Marcos, Janpec, Neptune?
Trying out new shaders for Helios I currently made a half albedo shader with rim lighting. It creates a soft light orange shade around the character which gives it a bit more depth. Any idea's that I could try to improve it?
(click the image for a larger version)
It's lovely, jorisshh
Would it possible to release it in the near future? (Free/paid)
Infact it would, the whole system is running and works great! The combat animations and the controller system still need a bit of work but its very close to completion. Helios is fully functional already, you can do quests, craft items, cook items, gather things and fight monsters all in multiplayer.
And yes I do plan on releasing a free version of Helios that might be slightly limited .
If you like you can find some more information on helios-online.net
@Jorisshh The whole render looks rather convincing!
It comes with enough depth, shades and glossiness to properly catch the eyes
The rim effect on the character's shader really emphasize its muscular assets.
this is my first post here (almost), and my first real exploration of the Unity's workflow.
I had this old scene of mine, on my hard drive, waiting to be used in some sort of tech demo...
So I decided to import the FBX files into Unity Basic, and play with the lightmap baker
To my surprise, I was able to quickly arrange something decent to explore with the basic FPS script.
Here's a screenshot :
And here's the standalone binary : astrofra.com/misc/Desert_house_unity_demo_build.rar
There are probably tons of things to tweak or improve ... Some of the materials render dark, I have to add some collision shapes on the buildings, and the texmap settings could be improved (can't figure out yet what's the adequate resolution for my textures).
I'll try to add some trees here there, maybe. And why not testing the terrain editor, as well?
Feel free to give me comments feedbacks
Well he is far from flawless, but I learned a lot in the development process. Here is the character Ive been working on lately.
@Jorisshh The depth is incredible! How did you achieve this, asside from the shader?
Finished my cannon.I exaggerated a bit with the scratches on the sides of the wheels
doing lots of tiny things lately
I used a custom rim shader on the main character which gives him a bit more depth but, for the world itself its because of the texture colors and contrast. Also I use the Unity's build-in color correction to add a bit more red. This is just a quick test I'll create a more complete map once all textures and models are done
Looks much better,you should balance the colors so the wood from the wheel is colored in the similar color of the body.