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WIP Small Works Art Thread

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

  1. TehWut

    TehWut

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    Awesome ground texture :p
     
  2. XGundam05

    XGundam05

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    Thanks :) I'm thinking about switching up the path tiles to feature a wider path than what I've got currently. Each face on the cubes is 32x32.
     
  3. KRGraphics

    KRGraphics

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    Okay. guys... decided to post some of my experimental texturing for my game modeling... decided to give my Blade model some hair... the bald head was not doing it for me...In this shot, I am using two layers of fibermesh for the hairs... I will add one more layer to really sell the model. I saw this technique being used in Uncharted 3. Enjoy.

    $shadeedhair.jpg
     
  4. 0n35

    0n35

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  5. Mister-D

    Mister-D

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    $longshot.png
    wip of an arcade android shooter im working on
    for now i only have the player controls working and a simple shoot system
     
  6. marcos

    marcos

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  7. TehWut

    TehWut

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    JonTron!

    $sdA8Ld9.png

    I think he really looks pretty good with a rim shader, accents the colors and blends nicely with the AO. You should see this little guy in action!

    Here is the ol' Youtuber himself
    $JonTron_Real.png

    I'm working on a fangame based on his "Game Grumps" channel! You can see the character is highly inspired by the logo
     
  8. Adam-Buckner

    Adam-Buckner

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    I like it! I want to see more...
     
  9. FernandoRibeiro

    FernandoRibeiro

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    Is there a way to bake fibermeshes in a proper way? All results I´ve seen generated too much noise.
    Is there an article about fibermeshes being used in Uncharted 3? It would be of great value for UMA project : )
    Cheers
     
  10. AndrewGrayGames

    AndrewGrayGames

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    That is pro. Nicely done bro!
     
  11. janpec

    janpec

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    Yeh it certainly would be great help to UMA system. I tried to bake with any software or way i could find (xnormal, zbrush, mudbox...) and nothing helped, it all created very noisy results - pixelated results. The only way to get it work is if it would be possible to make hair thick so that it would have diameter of 2 or 3 pixels on bigger texture maps, but as far as i know its not possible.
     
  12. KRGraphics

    KRGraphics

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    The fibermeshes can be baked down in Xnormal as exported meshes, with polypaint. In your 3d app, you can use the hair tools and bake the hairs into geometry... this can be done in modo...
     
  13. KRGraphics

    KRGraphics

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    I'm thinking of trying something else...in my initial bake, the hair was clean... but it was very pixelated up close... even with a big texture... the secret is to make sure your fibers are NOT too thin...but not too fat.

    $Blade-Test-Diffuse.png

    EDIT: At 4k, the hair starts coming in cleanly. It should be okay if you don't plan on doing close ups

    $iwbfq-x0ha6-0u4q0-4h415.png
     
    Last edited: Jun 21, 2013
  14. NiloBR

    NiloBR

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    still a very wip art but its coming along.... core mechanics are almost done... lots of level design on the way....

    $5b19.jpg
     
  15. nipoco

    nipoco

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    Some FPS props I'm working on.

    $Bildschirmfoto 2013-06-21 um 13.09.36.png $Bildschirmfoto 2013-06-21 um 13.10.15.png $Bildschirmfoto 2013-06-21 um 13.12.16.png
     
  16. KRGraphics

    KRGraphics

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  17. janpec

    janpec

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    Of course as i said:D

    @nipoco awesome metal textures, please could you please post how you make your knife texture, everything from diffuse to specular? I would really appretiate it.
     
  18. Gigabeat

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    This looks very nice! I can't wait to see more.
     
  19. nipoco

    nipoco

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    Thanks Neptune!
    Yeah I didn't use the full res texture (2048x2048 ). That's why it looks slightly blurred.

    Sure Janpec.
    It's quite simple. For the diffuse map, I used only flat colors with a baked AO layer on top of that. A mid grey for the metal itself.
    For the spec map, I used some custom Photoshop brushes (some from here + my own ones) to paint a metal texture. The specular highlights on the handle are really subtle. It's a really dark color and some subtle texture, almost not visible in the texture itself.

    I used also a gloss map (stored in the alpha channel of the spec map) to define the shininess. And a blurry cubemap to add some subtle reflections (controlled by the alpha of the diffuse map).

    For that I wrote my own shader. So I can define the individual shininess and reflection for each area of the model. And then some experimenting with the object color and specular color values to get a nice contrast :)

    Diffuse
    $Knife_Diffuse.png
    Spec
    $Knife_Spec.png
    Gloss
    $Knife_Gloss.png
     
  20. KRGraphics

    KRGraphics

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    This is beautiful Nipoco! Makes me want to render this knife in Skyshop, especially since you treated the surface like a PBL.
     
  21. snowconesolid

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    Great work NiloBR! I love this style. Can't wait to see gameplay footage of this.
     
  22. janpec

    janpec

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    Wow nipoco thank you so much for this, i had no idea that you can make such good looking metal surface with almost blank diffuse map. I will defenetly try your approach on my next metallic model.
     
  23. FernandoRibeiro

    FernandoRibeiro

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    Hey! Thanks for the fast reply!
    Yep, I´ll try this out again in the following days =)
    This is the kind of noise I was talking about.
     
  24. NiloBR

    NiloBR

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    thanks.... maybe i put out a demo next week....
     
  25. dogzerx2

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    Doing some anatomy study!

     
    CrisisSystem likes this.
  26. imaginaryhuman

    imaginaryhuman

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    Realtime-generated, animated `Ice Flame`...

    $IceFlame.jpg
     
  27. Rush-Rage-Games

    Rush-Rage-Games

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    Very nice! I would love to see a video of this imaginaryhuman!
     
  28. janpec

    janpec

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    Wow such a cool effect, somehow it made me very thirsty. Is that DX11 effect?
     
  29. KRGraphics

    KRGraphics

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    Here is me just playing around with dDo... definitely gonna buy this program... This is the desert eagle that my character has as a prop... it was so fun texturing this... enjoy.
    $Desert-Eagle-dDo.jpg
    EDIT: A bit more fun.

    $Diebitches.jpg
     
    Last edited: Jun 23, 2013
  30. imaginaryhuman

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    :) Thanks.. though it is part of a new asset that I'm finishing up for the asset store this week and so I'd like to keep it a bit of a surprise for now... I will be providing a realtime web player when the asset goes live, which in my opinion is better than a video and you won't believe how gorgeous it looks running at a really high resolution :-D
     
    Last edited: Jun 24, 2013
  31. imaginaryhuman

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    No actually it's shader model 2 and would run on mobile also.
     
  32. Rush-Rage-Games

    Rush-Rage-Games

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    Sounds good!

    Not sure if you know this or not, but people can take your webplayer.unity3d files and rip the assets out of it. Fyi...
     
  33. ScottyB

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    True. But, someone who does that or uses the warez sites that a ripped asset then gets uploaded to is most likely not a lost sale, that kind of person will never buy anything.

    Even if you don't allow your asset to easily get ripped, all it takes is one person to legitimately buy your asset and then share it on the internet (happens a lot, often with a credit card charge-back or Paypal refund to follow) for these types of people to get their hands on it for free.

    Someone who is serious about game development is going to purchase the things they need because they know that they can get in a lot of legal trouble for pirating software and wouldn't want to risk ruining their company or even possibly their personal life by getting caught.

    I guess it comes down to weighing up the benefits of supplying a live demo, which as imaginaryhuman points out is much better than a video and will likely get you some more sales (compared to just offering a video), against the small amount of sales that you might lose by slightly making it harder for people to rip/steal your asset.
     
  34. imaginaryhuman

    imaginaryhuman

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    Yah anyone can steal anything if they want to and have the know-how. I'm not concerned about that. The only reason I'm not showing a video of my visual effects yet is for marketing purposes, I want there to be more of a surprise wow-factor at the right time.
     
  35. Rush-Rage-Games

    Rush-Rage-Games

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    Sounds good, I just wanted to let you know just in case.

    I'm still looking froward to seeing this! Keep us posted!
     
  36. FlorianSchmoldt

    FlorianSchmoldt

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  37. carking1996

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  38. KRGraphics

    KRGraphics

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    I love the shaders on this... looks so real
     
  39. Blacklight

    Blacklight

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    Fire, fire
    Settin' the world on fire
    Everybody's cooking for the weekend, weekend
     
  40. FlorianSchmoldt

    FlorianSchmoldt

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    ...the weekeeeeeeend !!! :D

    thanks Neptune. Its lots of Reflective Shaders with subtle EnvMaps and some custom strumpy ones for smaller, brighter highlights.

    ouch. Sorry. I know, its not optimized at all. Everything is pretty maxed out and I don''t know how to do that optional for webplayers without decreasing the global quality.
    When I'm done with my assets, I'm going to publish a standalone exe. Maybe you could get some extra fps in fullscreen mode.
     
  41. carking1996

    carking1996

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    Thanks. :)
     
  42. Ben-Massey

    Ben-Massey

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    Its looking nice, i had a laugh at the background soundtrack. Try playing around with with your image effect quality settings and iterations, shadow quality, vsync, lighting path, lightmapping, etc. The profiler is very helpful too dont give that a miss. Out of curiosity what kind of GPU are you running?

    I managed to fill the room with balls, unfortunately this rig doesn't like vsync and ssao :(
    $Balls.jpg
     
    Last edited: Jun 25, 2013
  43. FlorianSchmoldt

    FlorianSchmoldt

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    yup. There are a couple of things to be tweaked. Those balls are just for fun. It will be a classic adventure with fixed camera paths and positions so maybe I could get rid of that fps sucking ssao. Most of those objects are lightmapped anyway. Just like the lights itself. They are baked but I still use them for brightness and highlights. Some of them even uses high res shadow maps.
    Right now I'm treating it as if it is a first person next gen thing but once, all the camera position are planned, I can drastically reduce stuff.

    My gpu is a Geforce 460GTX. I'm something around 40-50fps
     
  44. KRGraphics

    KRGraphics

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    I noticed florian that you used some Aberration... nice touch... I am actually going to do something of a similar quality with Skyshop... did you use Beast for interior lightmaps? I am kinda stumped with that...
     
  45. FlorianSchmoldt

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    Yes, its Beasts directional lightmapping. High settings, 3bounces and increased bounce power. It has its flaws but I have to develop a faster workflow and baking them externally would need lots of workarounds
     
  46. Tomdon

    Tomdon

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  47. Rush-Rage-Games

    Rush-Rage-Games

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    Welcome to the Community Tomdon!

    I really like your rain effect, especially the drops on the camera. It didn't seem to over do it like a lot of other games! Looking forward to seeing more!
     
  48. tweedie

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    That is a great Tomdon! :D How did you go about making the moving clouds in the sky, is that just an animated texture on a plane (UV scroll type thing)?
    Really good atmosphere, so you've achieved what you aimed for well ;)
     
  49. Tomdon

    Tomdon

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    Thanks guys :). The clouds are just some large particles that drift in the wind. I went for particles so I could have the storm front rolling over the clear skybox.
     
  50. tweedie

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    Oh right! Well anyway, i like how subtle they are :)

    And florian loving that scene, especially the soundtrack ;) i had reasonable FPS at about 30, unless I look at a particular chair, and then it drops to 20, which was odd. But then when I went to close the tab Chrome just stopped responding! Guess it liked it too much to leave ;)