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WIP Small Works Art Thread

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

  1. Christiaan

    Christiaan

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    amazing, any tips on how u kept the triangle count pretty low?
     
  2. Deleted User

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    Basically i start with the trunk and play with noise and flare settings. (trying to get a realistic silhouette) The most important part is the normalmap to "fake" geometry. In this example i use a large tiling on the diffuse map to get basic color and little structure. The normalmap is really harsh and big for that "crust" look. (try to play with the offset values to get it in place)





    For the leaves i use simple meshes to avoid straigth lines. Try to use higher detailed meshes on the lower part of your tree and simple meshes at the upper part of the tree. (usually the player can't see finer details on top)

    I hope it's a little bit clearer now. Sorry for my bad english ;)
     
  3. snowconesolid

    snowconesolid

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    awesome tree!
     
  4. AlexZimich

    AlexZimich

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    here are some carry-ables
     
    Whiteleaf likes this.
  5. janpec

    janpec

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    Ah such a nice tree, would be nice to see one grass model and making small nature scene with it.
     
  6. TehWut

    TehWut

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    Is that an insect? Very cool.
     
  7. Deleted User

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    looks cool ;) what game are you working on?

    btw. thanks for the positive feedback guys!
     
  8. AlexZimich

    AlexZimich

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    heres a video of the power cells being placed in the generator
     
  9. AlexZimich

    AlexZimich

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    heres the final side by side of the units
    hopefully they will be in game soon (we are working on it right now)



    DONE!
     
    Last edited: Jul 3, 2013
  10. imaginaryhuman

    imaginaryhuman

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    Based on realtime animated refractive lens distortion - part of a new tool coming to an asset store near you in the next few days!
     
    Last edited: Jul 3, 2013
  11. AlexZimich

    AlexZimich

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    This is all for today, the final product



    thanks everyone!

    So ive been asked "what exactly is this"?
    Essentially, its a thing. yes a thing.
    you take the thing from one thing to another.
    Lets be more concrete
    the player finds a locked door that requires power to open
    using one of the players soldiers they find the power core for the generator and plug it in. this gives power to the level, door, whatever. this allows the player to open the door and end the level
    the soldier carrying the core is very vulnerable and must be escorted to where it needs to go, this breaks up the gameplay from goto a to b, to goto a to bcd. its not very different but should give the player more to do

    thanks for reading ;D hope it explains why i put so much work into it
     
    Last edited: Jul 3, 2013
  12. snowconesolid

    snowconesolid

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    Good work Lachadonan. Its worth the time you put in.
    I dont know why, but after reading the description it reminded me of a mission in Hitman haha.
    Sounds interesting.
     
  13. svog

    svog

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    Armor WIP, the cloth is just a sketch, right now it's very pixelated : (
     
  14. Christiaan

    Christiaan

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    thank you very much :)
     
  15. Adam-Buckner

    Adam-Buckner

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    Very very nice. Well done!

    The only thing that drew my eye was his shoes. They look a lot like Nike Crosstrainers... but maybe I'm going mad.
     
  16. larsbertram1

    larsbertram1

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    may be it is time to point to the original tutorial ;-) :
    http://wiki.unity3d.com/index.php/TreeCreator_Tutorial

    lars
     
  17. Deleted User

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    yepp! @christiaan - take a look in the wiki above. You can get really great results both visually and optimized for performance! :) The Tree Creator is limited but very easy to use.
     
  18. AlexZimich

    AlexZimich

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  19. KRGraphics

    KRGraphics

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    Are these multiple subtools? This is looking pretty good :smile:, though you can define your details in some parts of your model... GO NUTS!!! :grin:
     
  20. AlexZimich

    AlexZimich

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    Last edited: Jul 6, 2013
  21. mcunha98

    mcunha98

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  22. AndreWillemsen

    AndreWillemsen

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    Just a little project I made to improve my high-low poly workflow
    $Dumpster_unity.jpg
     
  23. mcunha98

    mcunha98

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    working on...
     
  24. AlexZimich

    AlexZimich

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    im having a real pain with mesh errors in my new project, but its looking good



    If anyone can help, it would be appreciated (i dont know where the errors are D: )
     
    Last edited: Jul 8, 2013
  25. pickle chips

    pickle chips

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  26. AlexZimich

    AlexZimich

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  27. clearrose

    clearrose

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    Oh Sweet, great details in the armor. It will be interesting to see where this goes.

    ________________________________________________________________________

    Anyways, heres how my project has advanced. I finished the drone and another model an cube thing, both are going to be enemies for the player.
    Plus, I haven't forgotten my knight I'm still working on him. The updates for that model will be posted soon !! have a creative day, I can't wait to see what else you guys create !

    Final Drone:

    $Picture 1.png

    $Picture 2.png

    $Picture 3.png

    $Picture 4.png

    $Picture 5.png
     
  28. clearrose

    clearrose

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    Ok, for some reason I can't put anymore images into my last post anyways.....

    Heres my Final Enemy-Cube:

    $Picture-3.jpg

    $Picture-2.jpg

    $Picture-4.jpg

    $Picture-5.jpg

    $Picture-6.jpg
     
  29. KRGraphics

    KRGraphics

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    I love the model and concept, but you are still facing the same problem as the orb. Your geometry is very distorted, which in turn is making the texture look wavy...especially on the bottom half of the model. When you build your high res, spend time working out the angles and details of the model. This is supposed to be a "Cube", so it should read as a cube. I love the textures, but also be aware to make sure you bake your normals with them being averaged out, unless you explicitly need hard edged normals. Keep going with this.:)
     
  30. KRGraphics

    KRGraphics

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    This is VERY unsettling.. and very damn cool!!
     
  31. clearrose

    clearrose

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    Thanks for the advice, Neptune Imagining :).

    Ok, I fixed allot of what was weird with the texture. Also for comparison I posted the hi-rez from zbrush. I do think I need more practice on hard-surface modeling in zbrush, thats proably my biggest weakness.

    $Hi-Rez.png

    $Picture 1.png

    $Picture 2.png

    $Picture 3.png

    $Picture 4.png
     
  32. KRGraphics

    KRGraphics

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    This is now going in the right direction... :) and don't be afraid to go nuts with the polygon count in Zbrush... that is the point of the high res model...
     
  33. imaginaryhuman

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  34. snowconesolid

    snowconesolid

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    took a quick break from my game project. Decided to create a low poly model real quick. Its not as detailed or as my original character models because I didnt want to spend to much time on it. Also its much less low poly than my other models.

    This model is not an original character of mine but fan art. If you havent figured it out, its Toshimori from the anime Kekkaishi.

    reference image:


    now back to work on my game project!
     
  35. AlexZimich

    AlexZimich

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  36. snowconesolid

    snowconesolid

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    man that is an awesome model Lachadonan!
    I always really liked your texturing. The hands on this model look a bit weird to me, but other than that its really cool!
     
  37. AlexZimich

    AlexZimich

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    xd thank you
     
  38. AlexZimich

    AlexZimich

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    OK last on i promise, here is the final (hopefully) update

     
    Last edited: Jul 11, 2013
  39. gioworks

    gioworks

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    Some fun training with blender :)

     
  40. mcunha98

    mcunha98

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  41. AndrewGrayGames

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    Looks good! Reminds me of PSICOM soldiers in Final Fantasy XIII...

     
  42. marcos

    marcos

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    First pass of some animations:

     
  43. mcunha98

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  44. AndrewGrayGames

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    Working on the 'Transport Crystal' to the Evil Castles, which will be modified into the Dark Crystals that Tim the Knight will destroy!

    I also realize I gave the health display a bit too much padding...

     
  45. AlexZimich

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  46. marcos

    marcos

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    Another chick painting, needed an intermission from 3D:

     
  47. AndreWillemsen

    AndreWillemsen

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    Dark Alley work in progress $DarkAlley_WIP5.jpg
     
  48. virror

    virror

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    That alley looks really promising!
     
  49. KRGraphics

    KRGraphics

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    This is looking very nice... :) I wonder how Mecanim would handle this one... It would be very interesting to see...
     
  50. KRGraphics

    KRGraphics

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    This is KICK ASS... I love the detailing...