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WIP Small Works Art Thread

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

  1. FlorianSchmoldt

    FlorianSchmoldt

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    Thanks a lot FireMe. Yes, SpencerPDX already told me. Mac as well.
    Hard to tell whats going on there. Might be a additional geo layer to cast shadow. Probably the reason the skin shader is in the beta folder.
    Or a conflict with a post fx I'm using. Really no clue : ( Sorry
     
  2. ItsFireMe

    ItsFireMe

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    Hi, not my work, but just had to post this, its done purely on the ipad with the program proCreate which i just purchased. which I am going to be doing some concept art with, just awaiting on my adonit Jot touch 4, strange looking, but it looks to have good features http://adonit.net/jot/touch/ best of all this proCreate program has a export to .psd with layers and everything.

    but anyways the video by the great artist Kyle "Lambert" its just with fingers too, no stylus 285,000 brush strokes 200+ hours of work.

     
  3. ItsFireMe

    ItsFireMe

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    also happens on the un-textured model

    The bellow is exposure right down, and everything turned off. and untextured selected.

    [img=http://s28.postimg.org/5z2rb6p2x/strange2.jpg]
     
    Last edited: Dec 19, 2013
  4. Kellyrayj

    Kellyrayj

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    This is just a mock up of a level in photoshop. Slowly working on drawing all the different assets I will need to build a full one. But I just wanted to see what it might look like on a screen. Any thoughts?

    $MockUp.jpg
     
  5. FlorianSchmoldt

    FlorianSchmoldt

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    I've forwarded it in the official marmoset thread. Thanks again for the feedback

    About the Morgan Freeman. There's a huge discussion going on if its fake. There a lots of single pixels, fitting the original perfectly and no matter how awesome the artist is, it can't be an accident and shouldn't be possible, if you paint with fingers. I think its just a "reverse painting" like this one ...



    And if not...What's the point in recreating a photo so perfectly, people wonder if its fake ? Especially if it takes 200hours ?
    I can paint 200 pictures like this in the same time...
    I'm not saying its "better" in any way but if I painted 200 of those, I would probably be a better artist and not a duplicator :D


    ...and photorealism is ridiculous simple. This one was done in 800million hours :p Srly !
     
    Last edited: Dec 19, 2013
  6. ItsFireMe

    ItsFireMe

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    View attachment 79292 [/QUOTE]

    looks great, great art-style you are using, can just imagine one of those tetris blocks falling on the character un-expectedly :)
     
  7. dnk72

    dnk72

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    demo coming soon?



     
  8. Kellyrayj

    Kellyrayj

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    looks great, great art-style you are using, can just imagine one of those tetris blocks falling on the character un-expectedly :)[/QUOTE]

    Thanks! I suspect that will happen as some point in this game. We shall see.

    @dnk72 pretty cool man. Not quite sure whats going on. Will you be able to fly around or is it just hovering above the floor?
     
  9. TyTiKi

    TyTiKi

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    Just lurking the thread.. need to say that I really like that! May ask which brushes are you using?
     
  10. FlorianSchmoldt

    FlorianSchmoldt

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    That line art is brilliant. I love the limbless design.
    Only crit would be the colors. Maybe its just the green but I'm not sure, if the pale background works


    I just can't resist skyshopping ALL my meshes :D

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

     
  11. Kellyrayj

    Kellyrayj

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    Beautiful. Seriously gorgeous stuff.

     
  12. dogzerx2

    dogzerx2

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    @Florian
    Man, those are the best meshes EVER!!

    They look like movie cg renders!
     
  13. FlorianSchmoldt

    FlorianSchmoldt

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    Thanks. Its indeed based on a movie cg renderable huge poly mesh, from the webseries "The new kind"
    I just did the LowPoly version to pitch a beat'm up. My workflow included "meshlab" to blend all the single elements to a solid mesh.
    Just like voxels or metaballs. Then I reduced them via Pro Optimzer in 3dsMax.
    The result is a weird topology but the best representation of the shapes. That's okay for robots that don't need bending parts.
    Together with a baked Normal, Ambient Occlusion, etc the result is pretty much what the high res looks like...in distance :D

     
  14. nipoco

    nipoco

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    What Macbook Pro?
    Because on mine (MBP Retina, OSX 10.9.1, GTX 650M) it looks all fine.
     
  15. marcos

    marcos

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    Hey, thanks! I think that one I did using a square brush with rounded edges that I made.

    Yesterday I had a sequence of natural looking faces that went from surprised to angry, laughed so much. :D

    I'll have to add conditions to the Blendshapes soon, maybe after the mouth-bag or something. Also kind of want to add another couple of BlendShapes and then separate them into left and right, of course.

    Here's a timelapse of the hour or so I did on the demon thing last night.



     
  16. Rafael-Barbosa

    Rafael-Barbosa

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    Feeling a bit intimated by all of theese awsome arts, haha hope there is still space for a beginner : )
    Just kidding.

    Textured version of the sniper rifle + Wireframe.

    $3d_sniper_rifle_with_wireframe_by_rafaelbarbosa11-d6yiqpm.jpg
     
  17. AndrewGrayGames

    AndrewGrayGames

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    I know the feeling well, bro.
     
  18. snowconesolid

    snowconesolid

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    @Marcos, Great demon! I loved your timelapse to. I like how you sculpted the muscles and other forms.
    @Florian, Awesome sauce stuff!
    @Rafael, your sniper mesh looks good. It has nice clean geometry.

    Been working on a new original character of mine for the past three days for my secret game project (which seems to be taking me longer and longer to reveal, I usually start my own wip thread real early in my projects development.)

    Anyway, just finished creating the detailed high res sculpt. Really like the results, I think it maybe one of my best sculpted characters yet.




    I originally started by sculpting the form of the character, then I retoped that and made a low poly version. Then I duplicated my low poly version and sculpted these high res details you see here. So I dont need to retop this one again. I will use this high res version to bake out the details I created.


    He is an alien character. Very important major character in my secret new game project. I will have details about him later on. :)

    More soon.
     
  19. Adam-Buckner

    Adam-Buckner

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    I like the tetris shapes in the world blocks!
     
  20. Divinux

    Divinux

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    Awesome, thanks. From what I gather, rotating around the model is indeed more important than in conventional modeling, you seem to use just a few brushes, and you have way awesome knowledge of anatomy. Wonder how you positioned the teeth though, was that just the move brush?

    It's all relative. I'm sure there's someone out there who makes our friends here look pale in comparison. There always is.

    All you can do is learn from the ones better than you and teach the ones worse than you. The internet makes that so easy. Just a few days ago I was watching a tutorial by the guy who made the IronMan suits for the movies.
     
  21. janpec

    janpec

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    Very nice texture on robot Florian, dDo should do nice job on asset like that too. But yeh Skyshop does amazing job fitting any asset into atmosphere.
     
  22. Rafael-Barbosa

    Rafael-Barbosa

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    Alien model render with wireframe.

    Is this model good for a mobile game? And for a PC game?

    $Alien Render 2 - With Materials.png

    Thanks.

    - Rafael
     
  23. FernandoRibeiro

    FernandoRibeiro

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    Hey! Your art is improving a LOT! Congratz!
     
  24. Kellyrayj

    Kellyrayj

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    I would see it more as a PC game. I think you could use alittle less polys on the hips and legs region. What is your triangle count?
     
  25. Rafael-Barbosa

    Rafael-Barbosa

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    It had about 2500 Triangles aproximatly, I did some optimizations and got 600 triangles removed without loosing any quality.

    Optimized model with 1940 Triangles.
    $Alien Render3 - Optimized - With Materials.png

    Is it still hight? I searched everywhere on him, if I continued to optimize, I would loose the form of the alien.

    How much would be a good poly count for a main character, on mobile and on PC ?
     
  26. FlorianSchmoldt

    FlorianSchmoldt

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    That's hard to answer without any context. If you are going for a alien autopsy game, the polycount is totally fine for mobiles. If he and a couple of other dudes are standing in an open environment with trees, houses, huge view distance, it can't be low enough.
    And the list on available mobile hardware got huge. I was working on a game for "mobiles" but compared to the latest devices, the performance on our aimed min spec (3Gs) was that bad, that I regret not doing everything in 2D.

    "
    Thousands of people ! And I hate ALL of them ! ! !

    ...just kidding :D
    There are lots of "pro" communitys for everything. ConceptArt.org, ZBrushCentral for awesome sculptings, Polycount focused on GameArt etc
    And just looking at those artworks pushes me to learn and try harder. That's what I'm doing since 15 (!) years. And I sucked as a beginner. ...Which is okay because I continued anyway.
    If people enjoy my stuff, its just a prove that it's better to stay inspired instead of being frustrated.
    forgive me if I sound like a smart ass but there is no reason for beginners to hold back, as long as you can deal with critic.
    I can and even if I call myself a "Pro"...if a couple of beginners tell me, that the arms that I've drawn, are ridiculous short...they probably might be a bit short and I should think about it.
    So feel free to bash my stuff :D
     
  27. Rafael-Barbosa

    Rafael-Barbosa

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    This is actually not really going into a game, I am just studying 3D modeling and I would love to have it fully optimized for games. I'll leave it like this, and since I finally have a good mesh that actually has a good rig too, I'm just going to do some tests with animations, and perheaps even finally see what's up with mecanim : ).

    I usually got really frustrated seeing that I was modeling things that looked extremly horrible, and on the internet, I was always finding people who create amazing, stunning things. But now that I have returned to the 3D learning path, I have set a rule for myself in order to go around that frustation. I just say, I'm going to do the best I can. And in the end, it really get's better then the last one I modeled. Simply because, I don't compare myself to anyone, not even to my self, I just model. This usually opens my eyes wider and gives me more inspiration which results in a higher quality model and a few new features learned. : )

    If there is one tip I would give away to any one that is learning literally anything, is that, he/she should not be comparing, but rather, "stealing" tecniques.
     
  28. janpec

    janpec

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    Hehe you just explained my story of 3d artist aswell. Started same, sucked too same, and now i am on 50% not satisfied with assets i do as they turn out different as i want them, on 50% i am complety satisfied and i dont care to push my skills any further. But then comes time when i check Polycount forum and then that evil voice in head starts saying: "you should do more tutorials". But the evil voice has little chance to suceed and improve as good voice presentitive is very lazy. I am completly down to earth i am no where near perfection in athonomy, surface sculpting, material defining or other areas, but the thing is i am kinda in zone where i am ok with art produced so thankfully that makes enjoy work a bit more, becouse even that it would be complety criticised on Polycount i dont mind it.

    +1.
     
  29. kenshin

    kenshin

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    Really a great work man!
     
  30. Mister-D

    Mister-D

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    @ marcos : that blendshape face looks great!
    heres my adventurerer in a unity scene....
    $screen1.jpg
     

    Attached Files:

  31. snowconesolid

    snowconesolid

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    @FernandoRibeiro thanks sir! I have the final results today.

    So I finished creating my Alien guy character couple hours ago. I recently exported him to unity to test and I think I reached a new level with my characters :)

    This is probably the most work I ever put in on one of my characters but the results show that its a way better character model compared to my previous ones. So it was worth all that time I put in and I will create all my new characters like I did to this one from now on.

    So anyway, I give you my newest original character, "Alien Guy" (still thinking of a name to give him)

    Welcome to Next Gen Snowconesolid (for me I consider it next gen in my art, yes haha)






    In the second picture you see two versions of him. A toon one with a more "paint" like texture I created on the left and a more realistic one with the bumped specular shader using the normal map I made. Originally I was planning on using this character for my current toon game but I really like how he looks with his normals and the bumped shader so I decided to save this character for the game project I have planning after I finish my toon game. The one after will have a more realistic art style but thats something to talk about for a way different time.

    The alien guy model itself is not final, I still need to rig and animate him. but Im saving him for now. What do you think? Is it next gen snowconesolid? :)
     
  32. Rafael-Barbosa

    Rafael-Barbosa

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    @snowconesolid
    Why don't you mix them? Using a normal map + outline, perheaps it's a new style : )

    He's looking pretty good! I liked your new generation of art : )
     
  33. marcos

    marcos

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    Cheers! Your alien came out awesome! Your constant improvement is pleasing to witness. :)

    Thanks! I have some plans for it ;)

    Nice mood in your adventurer scene, he seems to have Hulk's shadow though. :D


    On the topic of improving as an artist, I thought this video would be a bit relevant:

     
  34. snowconesolid

    snowconesolid

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    I did originally mix his normals in with his diffuse texture because I was going to use him for my toon game (actually I tend to do that with most of my character models) but you just dont get the same effect. I really want all those details I sculpted in to really pop and show on him and for this specific model, I think its much better to use his actual normal map because it looks really good on him and details make him look more realistic imo. Like the wrinkles and the warts on his head. Everything is to flat in the toon one I made and it doesn't look to good to me.


    And thank you! :)


    Edit:

    Thank you Marcos! :)
     
  35. FlorianSchmoldt

    FlorianSchmoldt

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    Wow! I've never seen such a great blend between sculpt and 2D. Great stuff.

    And Congratz Snowconesolid 2.0 ! :D
    The character looks great. I like Rafaels idea to combine it. Check the borderlands 2 characters. You don't have to loose the nice details, when using toon shading and outlines. Unity has some nice post fx outline shader, that take normals into account. I would give it a try :)
     
  36. nipoco

    nipoco

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    You did a good job Snowconesolid.
    Especially the sculpted folds in his cloth look really nice.

    Here are three characters for a game I'm working on. I tried to keep the textures clean and simple and not paint too much lighting into them.





     
  37. mcunha98

    mcunha98

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    @Marcos

    Amazing speed paint, congratulations !


    @Nipoco
    Very nice toon models, talk about the polycount of models and show the wires please
     
  38. marcos

    marcos

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    That's not me! :p (Though he is my age, which crushes my creative soul)

    Marc Brunet is the artist's name, works at Blizzard.


    Nipoco: Sick! Really great work!
     
  39. Ippokratis

    Ippokratis

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    Nipoco : They look excellent, any chances for wires n textures showcase ?
     
  40. dogzerx2

    dogzerx2

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    Nipoco: Such great character design, and very clean/tidy looking! I especially dig the 3rd character!

    Excellent stuff!
     
  41. AndrewGrayGames

    AndrewGrayGames

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    When I try 3D again, I'm gonna start by trying to replicate that style, nipoco!

    Great job!
     
  42. KRGraphics

    KRGraphics

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    I definitely like the 2nd character... he looks maniacal with his eyes wide open lol
     
  43. Rafael-Barbosa

    Rafael-Barbosa

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    @nipoco
    I like the characters, but I did not understand what that floating bag on the first character is, it's like the bag was glued to her trousers.
     
  44. snowconesolid

    snowconesolid

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    @nipoco thanks and, awesome characters, I love that style. I really like how you did the hair on the second model.

    @Marcos, I know its not your video but I really enjoyed it. Thanks for sharing. I think im going to sub to this guy. Watching him speed paint and listening to him talk about his own experiences/advice is very entertaining and informative.

    @Florian, a borderlands 2 characters style would really look awesome. I actually really like the borderlands game styles. But for this particular model I don't really want a toon look thats why im saving it for a game project I want to do after I finish my current toon game project.
     
  45. FlorianSchmoldt

    FlorianSchmoldt

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    Quality stuff nipoco ! I love the subtle shading and AO in the textures. I would keep them completly unlit. Got everything it needs already :)
     
  46. nipoco

    nipoco

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    Thanks guys!

    @Neptune: Yeah he looks kinda maniac, but he is more of an coward lol

    @Rafael: It's a magic bag ;) Seriously, it looks a bit detached here. I already changed that. I got the inspiration for such bags here in Japan, they're quite popular here.

    @Florian: Thanks dude. I kinda like that unlit style too. However they will get lit later. But quite subtle with a nearly white ambient light. This way I can have realtime shadows and some effects with point lights. Maybe I get my hands on Shader Forge to create a nice shader for them.

    Here is a wireframe shot as requested. All character have around 1500 verts each. It's not too low poly, because I want them to get shaded nice when lit. It's going to be a PC/Mac game. So I don't have to worry about a too strict poly budget.

    $Bildschirmfoto 2013-12-22 um 09.11.58.png
     
  47. Photon-Blasting-Service

    Photon-Blasting-Service

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    I've started making some pixel art dungeon tiles. Never done it before so it's challenging. I might start creating some 2D tilesets for the assset store. The character is not mine, from some random gif I found.

    I'm using a 16 color (4-bit) palette created by DawnBringer.
    $DungeonTiles_With_Char.png
     
  48. FlorianSchmoldt

    FlorianSchmoldt

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    some more strange reflecting stuff. Testing skyshops box projection...

    webplayer





     
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  49. snowconesolid

    snowconesolid

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    Your webplayers are always so awesome! Honestly you have shown some of the greatest looking things in unity.
    Your work always looks like a high resolution render of a still image to me.

    How do you achieve these realistic graphics? Really, your stuff looks graphically better than some of the newest games out there. Teach me your magic skills :)
     
  50. FlorianSchmoldt

    FlorianSchmoldt

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    :D Thanks man ! Much appreciated.

    If it would be a complete game, there would be lots of things that would kill the quality and I wouldn't know how to avoid it.
    For example...I'm using lots of geometry.
    Most games needs lots of dynamic lightsources which only can be done with deferred rendering = No antialiasing.
    In deferred mode, all that small geometry makes the picture extremly noisy and nervous.
    All the light is pre baked. No lightsource at all so I could use forward rendering = Clean ol' school antialiasing.
    + There are no dynamic objects in the scene because they wouldn't show up in the pre baked reflection.

    I think the "magic" trick is to focus on what can be done perfectly and avoid stuff, that makes it look cheap. ...Like lights and characters :D
     
    Last edited: Dec 22, 2013