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WIP Small Works Art Thread

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

  1. snowconesolid

    snowconesolid

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    Ok, after hours of work I finally finished my gas mask type character. I think this might be one of my best works of art yet. Here is the final render. :)

    Forest Virus Outbreak:



    Created entirely with Blender, rendered in cycles and then finalized in Gimp. What do you think?

    Edit: and now I go back to working on my toon game. I might have a webplayer up soon. of the current level Im working on.
     
    Last edited: Dec 10, 2013
  2. Mister-D

    Mister-D

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    working on a industrial area,its not much yet but what do u think about it?
    $preview1.jpg $preview2.jpg
     
  3. tpelham42

    tpelham42

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    The image is a bit dark and hard to make out the detail, but those look like some nice models. The buildings seem slightly disproportionate relative to the character model. Could just be the angle, but they look a bit small and then again it could be just me. :)
     
  4. Mister-D

    Mister-D

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    tnx for feedback, heres a brighter version and i scaled the buildings a bit :)
    $preview3.jpg
    $preview0027.jpg
     
  5. tpelham42

    tpelham42

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    The buildings look better now. :)
     
  6. carking1996

    carking1996

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    The bricks look a tad large :p
     
  7. avadlamani

    avadlamani

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  8. snowconesolid

    snowconesolid

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    After working on that gas mask type character I have had more urges to sculpt. Heres a WIP of a quick sculpt I started today. going for a stylized female type character.



    Proud of the results so far. This sculpting is getting in the way of my toon game development :)
    Gotta get back to working on that.
     
  9. snowconesolid

    snowconesolid

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    Retopologized the head from my original sculpt. I think it looks good.

    Sculpt is on the Left.
    Retop is on the Right.




     
    Last edited: Dec 11, 2013
  10. KheltonHeadley

    KheltonHeadley

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  11. Adam-Buckner

    Adam-Buckner

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    I agree, if you are going for standard brick size. If not, and it's a choice, it doesn't fail, it just has a chunky feel to it. I don't think it's bad, but I am aware that the large brick size in not a standard brick.

    It's hard to see the detail in these images, the only thing to check - regardless of the size of the brick - is whether details look like they've been made of bricks, rather than have a brick texture projected on them.

    Look at the details where the walls of the building change depth, and make sure that the texture doesn't just wrap around the corners, but is matched to them. When the walls are inset for a window, that would be the end of a brick, so details like this shouldn't happen:



    It's a small detail, but what I'm trying to show here is that the brick texture is not aligned to the edge of the geometry when it changes depth. The bricks should align with the edge of the inset.

    The left shows red what's wrong, the middle is the original capture from your image, the right is corrected in photoshop.
     
  12. dogzerx2

    dogzerx2

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    Last edited: Dec 11, 2013
  13. snowconesolid

    snowconesolid

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    @Dogzerx, I absolutely love that Owl character! :D
     
  14. dogzerx2

    dogzerx2

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    YAAAAAAY!!! :-D!! thank you!
     
  15. NomadKing

    NomadKing

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    Those look awesome - I especially love the Owl and the Turtle! :)
     
  16. snowconesolid

    snowconesolid

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    @Dogzerx, I like all of them. but The owl is especially my favorite. Oh and I forgot to mention, great animations by the way. Especially on the owls movement. You really nailed the owl head on. Are these characters for a game project of yours? or are going to sell them on the asset store?

    Anyway, I went back to working on my secret toon game. As you know, I posted a couple of screenshots earlier of it and some of you said that the solid colors don't look to good and its missing its "Unique" style that a toon game should have. And I 100 % agreed with what you guys said. So like I said I would do, I went back and started doing texture work on all my models to try and give it a really unique visual art style while still maintaining a toon look and feel. And I think I have come up with a great style that is unique and looks really good. So here is a preview of my house model I recently re-textured.

    Before: (Original artstyle)




    And After retexture work(new art style)


    I really like the look of it and I think it makes the game look much more polished than what I originally had in mind. I will be doing the entire game in this style. I am rexturing more of the game assets I created as we speak.

    Hope to show more soon :)
     
  17. HolBol

    HolBol

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    If you could make everything match that texture style, it'd look fantastic.
     
  18. AndrewGrayGames

    AndrewGrayGames

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    Yeah, I definently see the impressionistic/Zelda Skyward Sword influence.
     
  19. snowconesolid

    snowconesolid

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    Thanks! Im retexturing everything to look like this. The whole game will have this style.
    The environment especially will look much nicer to such as snow and trees.

    That is what I said I was aiming for :)
    A skyward sword type texture style. Actually, I thought this house I retextured looks a bit like pipits house. (sort of)
     
  20. nickavv

    nickavv

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    $cool.png
    What I've been working on
     
  21. janpec

    janpec

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    @Dogzerx AMAZING!
     
  22. blackdragonstory

    blackdragonstory

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    Awesome stuff :D
    Is this for some game?
    Cuz I would definetly play it :)
     
  23. marcos

    marcos

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    So AWESOME! Can't wait to see more, José!
     
  24. tra2002

    tra2002

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  25. Rafael-Barbosa

    Rafael-Barbosa

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    @snowconesolid Your style is looking a bit wierd, but I'm loving it! lol, stick to it, I think it will look very stunning when finished!
     
  26. ItsFireMe

    ItsFireMe

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    They look great!!, would love to see them in wireframe if possible, do you have a wire render anywhere?
     
  27. ItsFireMe

    ItsFireMe

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    Hi really nice texture work on the model, but the one thing that looks really odd to me, is the size of each floor, to better explain it i did a paint over hope you don't mind, unless its ment to be some sort of strange style?

    $paint over.jpg
     
  28. AlexZimich

    AlexZimich

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    Everyone is working so hard
    here is my contribution, an infested terminal
    $Screen Shot 2013-12-12 at 3.39.13 PM.png
     
  29. dogzerx2

    dogzerx2

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    @Janpec @ Marcos: You honor me guys! Thank you!

    BlackDragonStory: Imma put them on the Asset Store! :-]

    No problem!



    They're about 2.5k triangles each.
     
  30. ItsFireMe

    ItsFireMe

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    Thanks for posting the wireframe, they look great in wireframe also :) always like to see the wireframe they show me so much more.
     
  31. janpec

    janpec

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    Nice and clean wire there dogzerx. Hope to see those guys in platformer game. I can already see how great would PC platformer with that style look, placed in some fantasy tree infested land , some coins to collect, maybe dog saving some mates from cages , and then you could switch characters for example use owl to fly where dog cant go....
     
  32. dterbeest

    dterbeest

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    And that is how great games are born ;)
     
  33. Ocid

    Ocid

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    OMG Dogzerx. That owl is class.
     
  34. Rafael-Barbosa

    Rafael-Barbosa

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    I just felt in love with normal maps haha.

    $Axe Hight to low poly comparison.jpg
     
  35. TSC

    TSC

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    Whats up everyone here's the new SS-3 still in development, let me know what you guys think of the build

    $SS-3.PNG
     
  36. FlorianSchmoldt

    FlorianSchmoldt

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    Looks cool. The top of front glass seems a bit too straight


    50s adventure stuff wip...

     
  37. SpencerPDX

    SpencerPDX

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    Really nice, Florian, looks like a place I'd like to explore. Are the buildings all from scratch?
     
  38. FlorianSchmoldt

    FlorianSchmoldt

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    Fantastic texturing Serg-ros ! The only critique is the flat lighting, which makes it hard to read. I guess there is no lightmap because you are aiming for dynamic night and day cycles but at least some AO would help to spererate the elements a bit.

    Thanks. Yes but the background buildings are reused from another project and doesn't quite match the style yet. The foreground gets more detail so maybe I can get away by placing lowpoly "silhouette"-style buildings in the back
     
  39. Serg-ros

    Serg-ros

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    Last edited: Dec 14, 2013
  40. Mister-D

    Mister-D

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    survivor character in progress
    $survivor.jpg
     

    Attached Files:

  41. janpec

    janpec

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    Florian top notch lighting, you maxed out visuals at their best again. Also cool trees, modeled spherically rather than normal makes interesting use. Your using cubemap only for car metal, or Skyshop?
     
  42. snowconesolid

    snowconesolid

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    @Rafael Barbosa, Thanks! And nice axe, you will find normal maps very useful. They are great :)

    @FlorianSchmoldt really cool new scene! Nice to see you are done with the Diner scene and already working on this new one. It already looks just as good as the diner. Its so exciting to see this project of yours progress.

    @Serg-ros, that looks really good. It has such a good atmosphere to it. And the assets look great.


    Ok, here is more retexture work I have done on my game.

    Tree house:

    Before (Just solid red/yellow/brown colors with toon shading)



    After retexture work:


    I think this new texture style I am doing kinda gives the game more of a "dark" more serious toony look. So, I might aim for a different direction to go in for this game project and make it more of a "darker" game.

    more soon!
     
  43. Rafael-Barbosa

    Rafael-Barbosa

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    Sincerly, it is looking excelent! The tree house doen't even look like the same 3D model!

    - Rafael.
     
  44. FlorianSchmoldt

    FlorianSchmoldt

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    Impressive work Serg-ros ! That vegetation looks fantastic

    Yes, I finally got my skyshop. Soo hawt ! :D

    https://dl.dropboxusercontent.com/u/36367206/Ten24/Ten24/Ten24.html

     
    Last edited: Dec 14, 2013
  45. BambooBear

    BambooBear

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    Hello everyone!
    First time poster here, hope I post this in the right section. This is my wip for modular medieval environment asset. I plan to add some vegetations, smaller props (crates/barrel), and make more prefabs later, but this is how it's looking like right now:



    Feedbacks are more than welcomed :)
    I plan to put this together as a pack for the Unity asset store too, so feel free to suggest what props you would like me to add in this pack.
     
    Last edited: Dec 14, 2013
  46. janpec

    janpec

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    Very cool asset store sure BamboBear and wellcome to forums:D

    Florian i am speechless on that skin dude presentation. This might be even better shading than what i have seen in Crytek so far. I am so happy to see that becouse i am planning on characters for game too to use it. Could we perhaps get texture maps shown from you (diffuse, skin emission map) if you dont mind (just posting them in 50%) so that we can learn on your use of maps. Also if you dont mind me asking how many draw calls does this shader have?
     
  47. FlorianSchmoldt

    FlorianSchmoldt

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    Thanks man. Yeah. I don't like cryteks visuals at all. They have impressive techs but they somehow manage to overdo everything and add sharpen filters on top of it. The shader might be similar to what they use in crysis3.
    I don't quite get the draw call question. 1 shader=1 draw call. Can't tell anything about how many shader instruction it needs but for skin shading, it't pretty fast.

    Here are the maps and the settings...
    I just use the subdermis color instead of a texture. There's a bit too much shading in the diffuse texture but it's ten24 scan results



     
  48. janpec

    janpec

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    Thanks Florian, all clear now. Again checked demo scene, i couldnt wish for better skin shader Marmoset team did awesome job, as well as you ofcourse.
     
  49. Blacklight

    Blacklight

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  50. Rafael-Barbosa

    Rafael-Barbosa

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    I started working on another unity scene, this is a little turnaround of what I have already done.

    I was thinking about combining all of the worlds mesh into 1 in order to make the performance better. But the lightmaps didn't apply, and until I find a cure for that, I'm just going with this method.

    $ForestArenaTurnAroun1.gif