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WIP Small Works Art Thread

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

  1. Deleted User

    Deleted User

    Guest

    hello to community, so now my first post here ;) here a small wip from my city project. want build a small city scene with many details. street map is one texture . a full hd walk for building test map can see here : http://www.youtube.com/watch?v=JyAlKXv0VXY . the trees and the car are placeholder. teh rest are self modeling and texturing. so i hope my first post have a good start in community.
     
  2. pk_Holzbaum

    pk_Holzbaum

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    Wow, looks really nice. I really like the textures you use for the streets and the big building looks awesome. Great work!
     
  3. Deleted User

    Deleted User

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  4. carking1996

    carking1996

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    Darren, your poly flow on the side could use some work. Work on making it flow horizontally, rather than obliquely downwards. And check the poly flow at the front underneath the headlights/above the other hole part. The row of polys just ends and that creates the bump.
     
  5. Darren45

    Darren45

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    thanks for the tips! I have spent a long time on this - as it is my first car - but I dont mind taking my time to get everything just right
     
  6. Brotherhood

    Brotherhood

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    This looks amazing so far, keep up the good work.
     
  7. mcunha98

    mcunha98

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    You can reduce many loops in this model without lost the definition of the model.

    Update:
     
  8. NiloBR

    NiloBR

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    Change the hole mechanics and now back to art... nothing amazing there... just wanted to show the head gear stuff,,,, :)







     

    Attached Files:

    Last edited: Aug 1, 2013
  9. NiloBR

    NiloBR

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    i love those clean designs... nicely done..
     
  10. wildmax

    wildmax

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    Haveing fun in Photoshop..oh Sci-fi you... I like you so much :)

    $green_hills_fight.jpg

    $masked_2.jpg
     
  11. Rush-Rage-Games

    Rush-Rage-Games

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    Very nice wildmax! Looks a lot like Bungie's Destiny! I really like this!!! :D
     
  12. snowconesolid

    snowconesolid

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    Wow NiloBR I am really digging your goat game! It reminds me of that one game, Robot Unicorn Attack. Not sure if thats the type of gameplay your going for though.

    WildMax, great character design and artwork!
     
  13. mcunha98

    mcunha98

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  14. KheltonHeadley

    KheltonHeadley

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    First try with hand painted.

    $3SqJ1.png
     
  15. mcunha98

    mcunha98

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  16. KheltonHeadley

    KheltonHeadley

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    ^y u so good :(
     
    Last edited: Aug 3, 2013
  17. CORE-maker

    CORE-maker

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    Loving those cartoon buildings
     
  18. mancuso

    mancuso

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    Last edited: Aug 4, 2013
  19. mcunha98

    mcunha98

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  20. svog

    svog

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    Refining the detail of the armor, the chainmail is still a tileable image without details : )


     
  21. chrisso

    chrisso

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    That's pretty great looking, in my opinion.
     
  22. CORE-maker

    CORE-maker

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    Man that is looking amazing
     
  23. KheltonHeadley

    KheltonHeadley

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    $Boots.png

    Working on some boots for the protagonist of my game. 1232 polygons, nearly finished before I start texturing it.
     
    Last edited: Aug 17, 2013
  24. wildmax

    wildmax

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    Playing around with Kit bahsing random elements on 3d base mesh and then painting on top, got this after 5 hours play :)

    $484_max.jpg
     
  25. Burlpony

    Burlpony

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    Been working on this on and off for the past couple weeks, 480 faces but still need some texture work and a hat.

    $render1bcopy.png $render2bcopy.png $render3bcopy.png
     
  26. hellcaller

    hellcaller

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    this looks EPIC!
     
  27. chrisso

    chrisso

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    Neat!
     
  28. mancuso

    mancuso

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    Now that is cool! Like the left and right ones
     
  29. mancuso

    mancuso

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    Desert skybox, low res spherical render

    $Desert.jpg
     
  30. TehWut

    TehWut

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    Cute character! Love the coloring and costume design! I would work a bit on the eye and forehead, it looks a bit off at some angles but otherwise fantastic!
     
  31. wildmax

    wildmax

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    Glad you all liked it :D

    Female counter part, I have to make some better poses in the future I think...

    $armor_female_1.jpg
     

    Attached Files:

  32. Nesmo

    Nesmo

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    Jul 19, 2013
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    Hello,

    I'm new to the community and 3d design this is my first proper model I've fully textured and rendered :)

    Its just a low poly book one closed and one open.

    Hope you enjoy and any advice or criticism is welcome, also is it arrogant that i signed my name ? since i'm new to modeling and its not professional

    *NOTE* - i just noticed on the open book that the paper on the outer edges is lighter than the top, will fix that.

    $Render final.jpg

    Update - I've always loved the look of hand painted textures so i got my wacom out and tried it for my first time any criticism or advice would be great!

    $HPBookfinal.jpg
     
    Last edited: Aug 7, 2013
  33. nipoco

    nipoco

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    Something I'm working on.
    $Bildschirmfoto 2013-08-08 um 10.55.50.png
     
    Last edited: Aug 8, 2013
  34. chronos78

    chronos78

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    Here's a new character concept that I started this afternoon using Silo. Tomorrow I'll start detailing and polishing with ZBrush before building the low poly version. I'm trying to nail down a production pipeline for building game assets while trying to learn how to use several pieces of software all at once. Figured it'd be a nice break from coding. And the bonus is that hopefully when it's done I'll have a nice little creature to go into one of my games.

    $dragonConcept01.png
     
  35. bgivenb

    bgivenb

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    New terrain workflow $Map.png
     
  36. KheltonHeadley

    KheltonHeadley

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    Love this. :)
     
  37. rik338

    rik338

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    That's amazing man!
     
  38. PrimeDerektive

    PrimeDerektive

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    Started making my minimalist guy some armor:

    $armor-guy.jpg
     
  39. NiloBR

    NiloBR

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    awesome man.... give us some footage of the rigged model when u have it...
     
  40. The-Spaniard

    The-Spaniard

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    I've spent a lot of time recently building editor tools, which have really sped up level creation. I'm almost at a point to make finished-quality levels, which is a great feeling! Got a lot of texture work to do though.

    $Untitled.png
     
  41. mcunha98

    mcunha98

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    Texture wip...
     
  42. Tim-C

    Tim-C

    Unity Technologies

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    If you are happy with your tools you should consider putting them on the asset store or at least describing what they are. I'm pretty curious :)
     
  43. Sehlor

    Sehlor

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    I think its done, man i love your work!
     
  44. The-Spaniard

    The-Spaniard

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    Ugh, just wrote out a longish reply describing them, and the forum swallowed it. So much for "draft saved"!

    I'm not sure if the tools I've made are good enough to go on the asset store, and I probably don't have the time to devote to supporting them, but I'll describe them and you can tell me what you think. Thanks for asking :)

    - I've written a few scripts for working with tilesets. These are not a full on tile editor, as my game involves these quite complex tilesets that have to be rotated at 90 degrees to one another on all axes, and such a tile editor would be way too much work to make. Instead they're little helper scripts. The first allows swapping between tile prefabs by selecting from a drop down list (eg, changing a wall to a window) and saves time hunting through the project folder for the right prefab, and positioning it correctly. It also allows to select "detail" prefabs that appear as children of the tile prefab (eg a wall might have a little statue, a candle, none or both). Both of these lists are unique to the tile prefabs, so each tile can have it's own list of details, etc) The second is for "one-shot prefabs" that instantiate a whole collection of prefabs upon being added (so I can extend a ceiling upwards for example). The third prevents texture mis-alignment between tiles by either preventing y-axis rotation, or by instantiating the correct prefab to replace the rotate prefab (eg. I have a pillar, in 4 quarters, front right, back right, etc, which share the same texture and need to have the correct rotation) This is more of a problem if you consider the requirement of the tileset!

    - Secondly I built a bezier curve system, which I've used to make that neuron in the screenshot, and I'm also going to use it to make flocks of birds fly around. As well as a position on a curve, it can also calculate the "least twisted normal", the real normal and the curvature at a point. Each node of the curve can have a "radius" and a "twist" that allow for getting positions offeset from a curve, and can be "smooth", "symmetric" or "broken". You can also make branched curves, and the nodes can be drawn and manipulated on the screen with the mouse. I wrote a script for meshes to be extruded along the curve, and for objects to move along them.

    Thing is that there are already several bezier curve systems on the asset store, probably better programmed (I'm self-taught) and the tileset stuff is quite esoteric. I have a couple of other tools which could go on the asset store as well - the light-beams from the screenshot, and a nifty room-based occlusion system, but all would need a significant amount of polishing and testing before I'd be comfortable charging for them, and I only have a very limited amount of time. I'd probably be better served getting on with my game!

    (sorry for hijacking the thread btw :p)
     
  45. ivanzu

    ivanzu

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    Here is old marble texture.
    Zbrush,3dsmax and Knald used.

     

    Attached Files:

  46. mcunha98

    mcunha98

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    Thanks

    Finished:
     
  47. snowconesolid

    snowconesolid

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    I really like your texture work mcunha98. Also, I have seen you a couple times over at blendercookie :)

    I posted this in my own WIP thread a couple hours ago but I dont post here as often as I used to so I guess its alright post it here to.

    Special Detective Pekoe Tea Leaf, the new main character for my horror game. This is how he looks without the normals applied. I kind of like it this way more, so I might not even use the normals I created for this model



    Edit: oh yeah, I guess I can talk more about the technical stuff about this model in this thread since I didnt when I posted it in my wip thread.

    it has 12,876 tris and 2 1024x1024 texture maps (One its texture and the other its normals which I prob wont end up using)
     
    Last edited: Aug 10, 2013
  48. KRGraphics

    KRGraphics

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    Holy Christmas!! This is FREAKING sweet... Is this in Unity?
     
  49. KRGraphics

    KRGraphics

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    Hey guys... just sharing a little exercise from over the weekend... I had fun modeling a Japanese woman's face and body for my game... I still have a lot to work on for the design :) Enjoy.

    $Aiko-3-4.jpg $Aiko-3-4-Back.jpg $Aiko-Front.jpg $Aiko-Head-View.jpg $Aiko-Model-View1.jpg
     
  50. mcunha98

    mcunha98

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    Some sketchs...