Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

WIP Small Works Art Thread

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

  1. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Wow those are some beautiful guns. I like the consistent style across all types.

    Here's a bomb I made. It's part of my lockpicking/disarming/safecracking/hacking/etc toolkit:

    $bomb.jpg

    Learned a few things about baking shadows into the texture while making this one.
     
    Last edited: Oct 5, 2013
  2. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    tnx
    the bomb looks good i would add some dirt in the textures though
     
  3. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    Thanks for the feedback. I smoothed it up a bit, and added some dirt where the edges meet.

    $dabomb.jpg
     
  4. svog

    svog

    Joined:
    Aug 25, 2011
    Posts:
    37
    Now it looks better with some dirt : D

    Learning anatomy


    I'll break the symmetry soon to make him more interesting
     
  5. clearrose

    clearrose

    Joined:
    Oct 24, 2012
    Posts:
    349

    Wow, that looks awesome ! Great job :) ! IT makes my project look dumb....oh well more inspiration to fuel myself to get better.

    ___________________________________________________________________________________________________________

    Here is a project I've been working on for my game art 2 class. We were given themes from a random video game title generator This one . Mine ended up being spelunking though time...

    Concept Sketch ( Please note My design has changed during the modeling process ).

    $Spelunking-though-time.jpg

    Hi-Rez Sculpt

    $SpelunkingThoughTimeWip12.jpg

    $SpelunkingThoughTimeWip14.jpg

    LOW-Rez No Maps

    $Picture 2.jpg

    Low rez Mesh with Normal + Cavity Map

    $Picture 1.jpg

    This is still a work in progress........ Critiques are always welcomed !!
     
  6. carking1996

    carking1996

    Joined:
    Jun 15, 2010
    Posts:
    2,605
    Just a medieval house I've been modeling today.



     

    Attached Files:

  7. Aieth

    Aieth

    Joined:
    Apr 13, 2013
    Posts:
    805
    Retextured the robot guard from Unitys' Stealth demo using a physically based shader system I'm developing.
    $RobotJove2.png
     
  8. feloxy

    feloxy

    Joined:
    Jul 30, 2009
    Posts:
    338
    A random cartoon character I'm working on, not use to hand paint stuff so I thought I would try a character.
     

    Attached Files:

  9. XGundam05

    XGundam05

    Joined:
    Mar 29, 2012
    Posts:
    473
    As always, there's some great (and oft intimidating) stuff in this thread).

    Working on some 2d Vector stuff, as I'm thinking about taking a look at Spine at some point:
    $mech_concept.PNG
     
  10. svog

    svog

    Joined:
    Aug 25, 2011
    Posts:
    37
    feloxy: that silhouette reminds me of crash bandicoot, looking good so far



    Realtime render in marmoset, still doesnt have eyeballs, and the texture is just a base with poor colors, the polycount is 2700
     
  11. Kellyrayj

    Kellyrayj

    Joined:
    Aug 29, 2011
    Posts:
    933
    A work in progress for a hobby project of mine.

     

    Attached Files:

  12. feloxy

    feloxy

    Joined:
    Jul 30, 2009
    Posts:
    338
    Haha yeah well I was just playing Crash and the first Ratchet and clanks so it made me do this mesh :p and thanks, I'm not too sure how I'm gonna texture it yet, it's a little side thing I'm doing, I have another project right now it's to practice my hand painting. Any suggestions on the style is appreciated.

    And your guy is way awesome, nice proportions. I don't have lots of time on my hands, it would take me ages to do something like that.

    Vince
     
  13. svog

    svog

    Joined:
    Aug 25, 2011
    Posts:
    37
    exploring new things with the model, new haircut(just a base right now, needs more variation), i'm going to model cloth for him...
     
  14. login4donald

    login4donald

    Joined:
    Jan 3, 2012
    Posts:
    462
    My little projects in the making :eek:

    $Dance Dance Finger.png $blizzeta3.png

    $biopack3.png

    $rrrr1.png
    $rrrr3.png
     
  15. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Svog super good work. That dude is ready to go in some western game or maybe a Mayan one.
     
  16. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    $bugrender0033.jpg

    some creeping enemy
     
  17. mcunha98

    mcunha98

    Joined:
    Jun 13, 2010
    Posts:
    261
  18. blackdragonstory

    blackdragonstory

    Joined:
    Nov 21, 2010
    Posts:
    99
    A fat bat?
    It made me smile :D
     
  19. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    I love that bat's facial expression.

    "Yay. I am so glad to be here, attacking these random people because I am a video game enemy. I could be napping in my cave, flying around and eating bugs in my spare time, but am I? Nah. That'd be too exciting. So, if you want me to attack them, OK. I'm going to stay just as excited as I am right now while doing it, because I totally couldn't be doing anything better with my spare time."

    --Vambilius B. Atterson IV, Esquire (that's your bat)
     
  20. mcunha98

    mcunha98

    Joined:
    Jun 13, 2010
    Posts:
    261
    @blackdragonstory
    @Asvarduil

    Thanks for comments.
    Here the animation:
     
  21. chippy-cheese

    chippy-cheese

    Joined:
    Feb 29, 2012
    Posts:
    124
    Starting work on a sci fi prop set. Currently working on sides of walls.
    If you have some ideas of pieces to do PM please it would be much thanks.
    $tile_Set_Working_On.jpg
     
  22. TSC

    TSC

    Joined:
    Oct 15, 2012
    Posts:
    271
    what's up everyone here I have the Fly rider that run off of electric rockets (unlimited energy) its still in early stages of development, yet its getting close to completion I haven't decided what exactly I want to do with it yet but I'm sure I will or if you all have any suggestion please let me know if you want to share what you think, so in the picture I have started build the frame and I'm going to add all the other components other than just the body of the model and in the video is me build the model when I first started, so share with me what you guys think about it so far

    View attachment 70910

     
  23. NiloBR

    NiloBR

    Joined:
    Sep 9, 2012
    Posts:
    92
    Sniper guy..

    $7fvr.png
     
  24. snowconesolid

    snowconesolid

    Joined:
    Dec 9, 2011
    Posts:
    868
    I really like that model NiloBR. Good job. It looks good.Can't wait to see it textured. It looks like you sculpted the head and poly modeled the body? I cant tell but the face looks more dense than the rest of the model.
     
  25. NiloBR

    NiloBR

    Joined:
    Sep 9, 2012
    Posts:
    92
    i'm glad u like it... actually the head is a separated mesh with some extra polys... and about the texture, i'm going to a minimalist cartony style... so the texture end up being mostly flat colors... the final look its done by the shader.... i will post something when its done....
     
  26. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    592
    Just returned from 3 months of traveling, quick sculpt to try and shake the rust off:

     
  27. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Started painting again. My most recent result!
    $swirly.png

    A slight note- this was with a mouse, because I still don't have a tablet for it.
     
    Last edited: Oct 16, 2013
  28. snowconesolid

    snowconesolid

    Joined:
    Dec 9, 2011
    Posts:
    868
    Fishman92 and Marcos as always great artwork from the both of you.

    Marcos, Do you just make up your sculpted characters as you go or do have some reference/inspiration you use when you create these?
     
  29. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    592
    Cheers!

    Depends on the sculpt itself. For personal projects I'll have an idea and maybe gather some reference for it to look at. Other times I'll just make it up as I go. This one was somewhere in the middle, looked at a comic drawing for some ideas about the jawline and cheekbones but then freestyled the rest of it.
     
  30. mcunha98

    mcunha98

    Joined:
    Jun 13, 2010
    Posts:
    261
  31. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,424
    You've come a long way in hand painted stuff man :)
     
  32. Chaosgod_Esper

    Chaosgod_Esper

    Joined:
    Oct 25, 2012
    Posts:
    295
    The first shot of my Dungeon Keeper Game. It shows the Ego perspective mode (no hud yet.. but i'm working on one :) )
    $image.jpg

    you simply cast 'Infestation' on a creature to walk and take action in the dungeon by yourself.
     
  33. mcunha98

    mcunha98

    Joined:
    Jun 13, 2010
    Posts:
    261

    Finished
     
  34. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    And here's the weekend's project- a non-slutty female character. Armoured up.

     
  35. AndrewGrayGames

    AndrewGrayGames

    Joined:
    Nov 19, 2009
    Posts:
    3,822
    So, she's a Spartan V?

     
  36. Chaosgod_Esper

    Chaosgod_Esper

    Joined:
    Oct 25, 2012
    Posts:
    295
    Basic Camera with a digged tunnel system:


    And the new Scull Lamp with Hell-Orb Lightsource:
     
  37. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    See this is the issue with making sci-fi armour. Somewhere, someplace, somebody's already done it. ;)
     
    Last edited: Oct 21, 2013
  38. Jack Thomas

    Jack Thomas

    Joined:
    Jun 26, 2013
    Posts:
    34
    We'll I wouldn't say although it's a completely original piece or configuration. Not because it's seen familiarly in other science fiction but the fact that it doesn't stray to far away from today equipment. You could always experiment with attachments that aren't souly for defensive purposes, today's military armor defines a pacific role for the wearer so you could expand on equipment concepts and practicality.

    It's still a nice character all the same, maybe play around with color variations and camouflage. Why have you chosen the black specifically and how you could add more depth in the geometry with different shades.
     
  39. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    I chose black for more contrast, because I find it hard to make things with a meaningful colour, so anywhere between white and black is the only thing I seem to like working with. On another note, I did want it in the near-ish future range. I don't want them to appear non-human, if you see what I mean. They have to look like they are a person.
     
  40. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    $gun6.jpg
     

    Attached Files:

    Last edited: Oct 21, 2013
  41. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Right, a little extra work, sprucing up, detailing etc.


    The belt needs some work.

     
    Last edited: Oct 22, 2013
  42. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    $gunsA.jpg

    guns guns guns
     

    Attached Files:

    Last edited: Oct 22, 2013
  43. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    That made a HUGE difference, looks so much better than before. From "ok", to "wow" : p
     
  44. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    Thanks, means a lot. I've got a few bits to brush up on, like the belt, a few texture details, then undersuit and so on first, then i'm going to do a helmet-less or maybe even armour-less version, to try and model human hair for the first time in a non-cartoony way.
     
  45. SpencerPDX

    SpencerPDX

    Joined:
    Jan 3, 2012
    Posts:
    168
    Here's a guy I've been working on lately. He may be a little finished to be calling a WIP, but he's still in need of some detailing and polish. The boots in particular need to be un-polished, and made to look more like old leather, and there's some weirdness with the reflection map on the jacket. The rigging is super basic, and the jacket UVs are a little out of whack. But I'm not in a hurry to address either until I can get a chance to retopologize the jacket, which was an auto-retopo using ZBrush's awesome new ZRremesher. It's good, but IMO not quite as good a solution as hand retopologizing. (Yet... Pixologic is doing amazing things with that stuff.)





    I'm especially psyched about having picked up Marmoset Skyshop, and including it as part of my interactive character viewer, which you can see here:

    http://dl.dropboxusercontent.com/u/3329542/Hunter/Hunter.html

    And you can see more on the character here on my site:

    http://www.rockettreeart.com/zbrush-wip-soldier/

    Feedback and suggestions are welcome!
     
    Last edited: Oct 24, 2013
  46. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,960
    ^ That character looks amazing SpencerPDX, so realistic! ZRemesher is amazing. Although I find it outputs a very clean, but still somewhat highpoly topology! Are you using ZRemesher topology for Unity by any chance? And if so, do you have to tweak it afterwards, or is it usable right away? (Because that'd be an amazing time saver)

    -

    I finally got my mecanim character working!
    What do you think?

    $Screenshot 01.jpg
     
    Last edited: Oct 25, 2013
  47. SpencerPDX

    SpencerPDX

    Joined:
    Jan 3, 2012
    Posts:
    168
    Thanks, much appreciated. All the more because I'm a fan of your work -- bought your Wizard Girl pack a while back, partly to help me figure out that animation system, and partly just because it looked great at a good price.

    This was my first stab at ZRemesher. I did find that it was hard to get it to as low a polycount as I would have liked. And one thing that was a constant problem was that its loops were often actually spirals. So it limits its usefulness for optimization, rigging, and other things that can depend on nice consistent loops. But in many cases it's just fine; I used it on some plate armor I'm building and it's certainly good enough. It really is amazing for an automated solution.

    I haven't tweaked it much because I decided i'm just going to hand-retopo where I need a better solution. Trying to fix spirals by hand sounds like more trouble than it's worth.

    -

    Really cool. Great physique, well-rigged and weighed, and I love the art style. From what I can tell it's a really solid Mecanim setup, one of the best I've seen. Is this going to be a pack?
     
  48. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,960
    @Spencer:
    THAT'S SO AWESOME! and extremely flattering as well.

    Just saw your page, and it has some seriously great quality characters! :-0
    Congratulations on your site!!

    I would use the zRemesher as well, the tricount suits a AAA/next-gen character. I didn't know it could make too many spirals, but it looks pretty clean.

    Yeah, I am thinking on making a pack, but not with this character. I started a customizable character project some time ago, but it's on hold right now.. it overwhelmed me, lol!
    I'll pick it up again in the near future!
     
  49. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,424
    Recent 2d works :) some nice and simple stuff to refresh my mind

    $_1_1x.png

    $_2.png

    $finalpiece.png
     
  50. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Xiphos, greek sword.



    Btw Spencer or dogzerx do you by chance know how good is Remesher with comparision of current 3d coat autopo tools? I am wondering if it is much better, or is it really on same area being-still being one step outside to be used instead hand stuff.
     
    Last edited: Oct 25, 2013