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WIP Small Works Art Thread

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

  1. Mister-D

    Mister-D

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    $gunsstill.jpg
    decided to do some more realistic guns
     

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    Last edited: Oct 26, 2013
  2. dogzerx2

    dogzerx2

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    Great FPS guns @ Mr D!
    Hey, what are you going to use them for?

    Hey Janpec!!
    Hmm... I haven't had much experience with either one. I think remesher is very automated, and fast. But 3D coat lets you draw these lines which I'd guess are guides for the loops, which would be very handy!
     
    Last edited: Oct 26, 2013
  3. janpec

    janpec

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    Thanks for your input, does Remesher not allow you to draw loops on yourself?
     
  4. KRGraphics

    KRGraphics

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    If you have Zbrush 4r6, ZRemesher is near automatic, it is about proper loop placement and making sure you have the details you want to keep. For some of my models, I have used it and it was near perfect for animation but it required some manual clean up. For fingers, I use manual retopology with ZSpheres.
     
  5. Mister-D

    Mister-D

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    tnx dogz :)
    ur character looks great too!
    im thinking of doing a pack of older guns to sell in the store, most weapons in the asset store r modern.
     
  6. janpec

    janpec

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    Thanks for input, it is what i thought it is, almost perfect but still manual retopo takes similar time and less polygons and its not as perfect as auto. Too bad becouse there are so little things separating it from it, basically mostly organic loops, but maybe in few years polygon numbers will advance enough to skip this process to "any".

    By the way nice to see your input on Marmoset topic really like your input as image lighting is my second priority for Unity visuals. Good work you did on hair shader,
     
  7. SpencerPDX

    SpencerPDX

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    I really enjoy these. I can easily imagine each being animated - in the first the buildings scrolling past with the streetcar bouncing, in the second the clouds scrolling past, along with maybe some circular motion, and in the third the whole thing parallaxing.

     
  8. SpencerPDX

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    Sorry for the slow reply, and I think Neptune_Imaging about covered it. In response to your early question I've never used 3D coat for comparison. ZRemesher does have a tool that lets you draw guidelines on before you remesh, and you can adjust the degree to which it follows those guidelines. Still, even that isn't entirely effective at preventing spirals down the length of things like limbs and digits. There is a trick I've tried in which you can draw loops onto your high-poly model using a small, sharp brush (something like the dam_standard brush), and that abrupt change in topology forces it to follow the loop even better than does a guideline. Only it doesn't quite always work, and ends up being a fair amount of work for what you would hope would be a more automatic process.

    I'm still feeling my way through it, but am arriving at an approach like Neptune suggests: use ZRemesher for what it's good at retopologizing (almost everything) but hand-retopo for everything else (mainly tube-like shapes, and also maybe very low-poly stuff).

    For my part I do hand-retopo in Max because I'm familiar with its tools from when they were part of Polyboost. But the hand-retopo tools in ZBrush seem pretty good too, possibly even better. Just not familiar with them quite yet.

     
  9. Mister-D

    Mister-D

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    @ Spencer
    I love your character although i find him to clean, add some dirt in the clothes :)
     
  10. FlorianSchmoldt

    FlorianSchmoldt

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    a scene I did for a game called Jerry McPartlin. Finally just one update away from being finished :D

    and here's a webplayer
    Sorry for the loading time. It's not yet optimized





     
  11. marcos

    marcos

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    Haven't drawn anything in 3 months, trying to get back into form!

     
  12. janpec

    janpec

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    Very nice Florian you should use Skyshop image lighting for such scene, it certainly is best example of where it should be used (floor, table, lamps, etc).
     
  13. FlorianSchmoldt

    FlorianSchmoldt

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    Skyshop would be great. Not much for lighting since I bake everything but hdr reflections with controls over roughness, would be perfect.
    Unfortunatly there's no budget for a skyshop workflow but now that all the objects and lighting is finished, I will render own cubemaps for some of the objets. Not sure about floor refections. Once you move, the offset would be very obvious.
     
  14. janpec

    janpec

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    Probably not if you blur it enough.
     
  15. FlorianSchmoldt

    FlorianSchmoldt

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    I dunno. Maybe it works in a open environment without strong lightsources or landmarks but once you can visually seperate a dark corner from a bright light source, it breaks. Long corridors are extra tricky.
    This example does a soft blend between three cubes and it still looks banana
    https://www.youtube.com/watch?v=Bvar6X0dUGs#t=48
    The solution looks great. (It was part of "Remember me" Research)
    But I'm not coder enough to do something similar in Unity.

    I admit, Ground reflections would be super sexy but I rather use none than something that looks wrong. Even in a few angles
     
    Last edited: Oct 27, 2013
  16. SpencerPDX

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    Thanks! Excellent suggestion. At the very least I need to get some surface detail on the textures. The jacket for instance is just a normal map, ambient occlusion and flat color at this point.

     
  17. SpencerPDX

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    Gorgeous work, Florian. Great attention to detail and I love the slightly stylized historical design. Reminds me a bit of Bioshock: Infinite in that regard. And I'd say it's just about on par with that quality of work. The only thing that took away IMO was that something about the atmosphere feels a little hazy. Which I can see adding to the style, but it makes me feel like I can't see clearly enough.

     
  18. virror

    virror

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    Ohh, yeah!
    Been missing those : D
    Where are that portfolio with all the awesome chicks you made? : p
     
  19. FlorianSchmoldt

    FlorianSchmoldt

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    Thanks for the feedback and Bioshock quality is a huge compliment. I love their art direction.
    And I see what you mean about the hazy atmosphere. I'm not satisfied with the lightmap yet and a few areas turned out dark and flat.
    It's going to be a point and click adventure so it wouldn't be wrong to draw the attention to some details while unimportant objects stay in the dark.
    ...but to be honest...currently its the wrong ones :D I'll work on that an post an update, when its finished.
     
  20. janpec

    janpec

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    Rusty axe (for wood cutting and battle).



    Heh right now that i look at it again it does have quite a vibe from Bioshock, or at least something that you could find as environment in it.
     
  21. virror

    virror

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    Top notch work as always Janpec : )
     
  22. snowconesolid

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    I love all of your paintings!
     
  23. virror

    virror

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    Thats sooo awesome!
    Long loading time? Took me around 7sec to get it : p
     
  24. FlorianSchmoldt

    FlorianSchmoldt

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    Quality stuff janpec !

    Oo Takes me about a minute ! Something went terribly wrong. Please sent a bug report to unity :D
     
  25. virror

    virror

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    I like my new connection ; )
    But really awesome scene, that food looks delicious, one of my favorites : D
     
  26. mcunha98

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  27. brilliantgames

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  28. janpec

    janpec

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    Amazing work brilliantgames, i love how much better last scene looks with GI on than without it. Please post more scenes if possible, could you perhaps post some nature (forest) scene with ON/OFF?
     
  29. Chaosgod_Esper

    Chaosgod_Esper

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    The first render of the Dungeon Heart ( C4D):
     
  30. janpec

    janpec

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    Nice Chaosgod, i like floor texture especially:D
     
  31. Chaosgod_Esper

    Chaosgod_Esper

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    thanks :)
    And thanks to Jronn for the really good ground texture :D

    Now i´m working on the Unity3D import xD
     
  32. Kellyrayj

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    I decided to take a lunch to touch up on the left guy and begin blocking out his rival on the right.

    $Screen Shot 2013-10-28 at 11.36.16 AM.png
     
  33. janpec

    janpec

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    Grizzly bear. I have just freshly purchased fur shader and tested it right away, very satisfied with results, lion is next target. Overall this bear is not yet finished i have missed proportions which will be corrected on low poly (heh i know from start i will screw it, just something i cant get right on bears).

     
  34. XGundam05

    XGundam05

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    A low-poly mech in progress. Also, sketchfab lies about the vertex and poly count, According to blender, there's actually only 662 vertices (with all modifiers applied).

    mech_proto1 (click to view in 3D)
     
  35. AndrewGrayGames

    AndrewGrayGames

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    Those doodads look so awesome. You've inspired me, MCunha.
     
  36. SpencerPDX

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    Here's another character, this one from a few years back. Originally built to show off some FaceFX techniques I did for an NDA-covered gig back then. Wanted to make an updated version, so I cleaned her up in ZBrush, and put her into the Skyshop demo:



    Here's the Unity Web Player:

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

    Feedback of any kind is always welcome!
     
  37. marcos

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    Cheers!
    I need to update my portfolio this weekend so with a bit of luck I'll be able to do it soon!

    Thanks! :D

    Here's the timelapse of that one:

     
  38. virror

    virror

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    Without a doubt the best drawing so far!
    You really have an eye for making cute/sexy chics with really nice poses : )
    Enjoying the time lapses as well : )
     
  39. janpec

    janpec

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    Salmon, young and older ones (red). Player will have ability to eat them raw, roosted and smoked.

     
  40. AndrewGrayGames

    AndrewGrayGames

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    So, I just got a Wacom Bamboo! I'm trying it out by making some super-sized pre-sprites, with multiple layers, based on the style I'm using in my current project. This is uncolored, so that I can get a feel for the tablet.

    $test-drawn-female2.png
     
  41. Tiny-Tree

    Tiny-Tree

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    my god This is PORN for me, wish you quickly release all these naughty animals on the store!
     
  42. imaginaryhuman

    imaginaryhuman

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    Progress on a large procedurally-generated scrolling terrain in 2D. .. using a unique multi-octave algorithm. Colors are not done properly yet, just a test palette. The algorithm can produce completely smooth curvy surfaces all the way through highly variegated surfaces, and also allows variations in the algorithm to be applied in local areas, so is highly configurable, and consumes tiny storage space when saved to disk. Running on Ouya at 60hz 1080p with realtime spooling from main memory, which was extremely difficult to implement due to performance limits.
     

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    Last edited: Oct 30, 2013
  43. TonyNowak

    TonyNowak

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    Shameless cross-post.

    $05V3djU.png
     
  44. janpec

    janpec

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    Hellenic hound. Basically hunting dog. So far i have decent concept in mind where player can use dogs to get help on hunting, exploring, and attacking. One thing that did came in my mind is that since dogs could be killed by players i am wondering if it could be too harsh killing not-evil looking dogs, but there is no way around it except make them immortal, which could ruin it a bit.
     
  45. virror

    virror

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    Looks great, maybe a bit to skinny?
     
  46. janpec

    janpec

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    Hehe honestly its not too skinny, i have used reference quite to point, and the point is that dogs in that era were skinny due to little food, the problem is head:D I have finished head sculpt and then realised head was too small, then enlarged it again and then it was too big and then i corrected again. And now its somehow in middle but still a bit too big hehe. Will make it a bit smaller. Thanks for constructive criticism though.
     
  47. AndrewGrayGames

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    So, another small work on my tablet. I'm getting more used to the stylus, but the concept of changing a setting to change the thickness of my stroke still causes me a bit of trouble. However, this is a lot more natural than trying to draw with a mouse.

    I'm also figuring out the best opacity for shading. This work I tried using 4% opacity for highlights/shading, but it took a fair number of iterations on the color regions I wanted to shade.

    $sword1.png
     
    Last edited: Oct 31, 2013
  48. nipoco

    nipoco

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    You should decrease the spacing of your brush and disable the size jitter. The ka looks a bit too jittery
     
  49. AndrewGrayGames

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    What do you mean by 'spacing'? I did this in pencil mode, not in airbrush. :|
     
  50. jessee03

    jessee03

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    Looks great so far :)