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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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    I did notice some lag on my computer in some of your webplayers. but still, these are really cool. I really enjoy your different webplayers.
    I said this before but Ill say it again, I really think your webplayers are what unity should have up on its front page as "tech demos" to show off what the engine can do. I understand the problems that would occur if you did try to make a full game like this though. wait, so is that cool game with the Diner and those cool characters you made going to be for a full game project or are those also for like experimenting and stuff? Either way, I do like to follow your work. I have clicked on your tumblr page more than 5 times. :)

    and I agree, I hate it when things look cheap, like you can feel it yourself if it looks good or if it looks cheap. Thats how I felt after realizing that using only solid colors for my toon game was a bad idea haha.

    Anyway, I have rigged my alien guy and even gave him a name. I call him "Nxgen Alien" because he made me feel like I created something next gen in my artwork. :)

    I put together a webplayer to view the model you can check it out here Nxgen Alien Webplayer

    Final game ready model rigged and animation ready



    here is a screenshot in blender with his rig
     
  2. nipoco

    nipoco

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    Yeah awesome looking environment as always Florian! It has a intense sci-fi atmosphere. You should add some ambient sound to it like that. Would make it even more awesome IMO.

    Cool alien dude, SnowCone.
    I'm eager to see him animated. Did you use Rigify or, did you create the Rig from scratch?
     
  3. snowconesolid

    snowconesolid

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    Nipoco, I used Riggify. I always use Riggify to rig my humanoid characters. Its a huge time saver and generates an excellent rig. I see no point in creating a rig from scratch for humanoid models if riggify is available :)
     
  4. mcunha98

    mcunha98

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    More assets for my Tower Defense:



    And some concepts of another witches to the game...

     
  5. Divinux

    Divinux

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    Pretty much unchanged, just made the hips and legs a bit wider, and played around the neck.

    Was told to look at references and would like to ask for clarification, I seem to be oblivious to errors and don't see what I should be looking for. Especially anatomy wise, is there anything that needs changing before I go into detailing?

    Besides, telling a young guy to go look at reference of beautiful women was terrible, terrible advice. My productivity went right to zero. :oops: :D
     
  6. FlorianSchmoldt

    FlorianSchmoldt

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    Thanks for the tip ! I couln't resist and put GlitchMob in there. It sounds as if the floor should open, all the lights turn red and and a giant, heavy armed mech appears slowly but trust me, you are safe :D

    Looks good ! There's nothing that looks anatomically impossible but I think a bit more shapes and gravity would help and add more character. Instead of staring at nude photos, you could check some scans as well. Makes it much easier to read shapes without getting distracted by ...skin tones, subsurface scattering and fancy lighting.
    Ten24 or Infinite-Realities has some great archieves. Or check sculpts from Eugene Fokin...awesome guy.

     
  7. nipoco

    nipoco

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    WUT? Take your hands out the pants and work :D

    Yeah Eugene makes some awesome females.
     
  8. mcunha98

    mcunha98

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  9. KheltonHeadley

    KheltonHeadley

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    New Character - $Kal.png

    (open in new tab for larger image)
     
    Last edited: Dec 23, 2013
  10. Divinux

    Divinux

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    Good to hear, thanks. Will check out said things. Been looking at those skinless anatomy pictures so far.
     
    Last edited: Dec 23, 2013
  11. janpec

    janpec

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    Wow amazing sculpts, that girl he has on his site with head sculpt is such fantastic work, so smooth and robust.
     
  12. FlorianSchmoldt

    FlorianSchmoldt

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  13. Bickerbad

    Bickerbad

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    Some of the characters I've been working on. I'm planning on using this drawings as the actual sprites, like it was done in Rayman Origins Rayman Legends. (Sorry for the watermarks, I need to keep my work safe :3 )

    http://i.imgur.com/tTzRo87.jpg
     
    Last edited: Dec 23, 2013
  14. dogzerx2

    dogzerx2

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    @Florian! You accidentally forgot to post the webplayer! D-:

    Haha nice bug-bots!
     
  15. Kellyrayj

    Kellyrayj

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    Pretty cool stuff man. I really dig the red squid looking thing you go goin on there.
     
  16. FlorianSchmoldt

    FlorianSchmoldt

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    Last edited: Dec 24, 2013
  17. TerraMeliorRPG

    TerraMeliorRPG

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    Attached Files:

  18. Rafael-Barbosa

    Rafael-Barbosa

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    @FlorianSchmoldt Pretty awsome man haha, the robots fit the scene nicely : )

    Have been training a bit more of character modeling, here is my recreation of the famous Megaman character :

    1014 Triangles. This time I actually took some good time and got rid of every face I didn't need. the head still looks wierd : /

    $Render 2 Wireframe and Diffuse.png
     
  19. AlexZimich

    AlexZimich

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    with all this great 2d work, i was inspired

    BTW forgot to mention its not done!!

    $Screen Shot 2013-12-23 at 6.56.13 PM.png
     
  20. AndrewGrayGames

    AndrewGrayGames

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    I agree the head looks wierd. First, the topology is off (though, I'm probably the last person to advise anyone on head topology), but more egregiously, the helmet is wrong...



    If you notice, the helmet does not sweep backwards into the hairline; it fits more like an adapted American Football helmet (with the aural enhancers built into the sides, of course.) Additionally, there is the processor tile that goes just above where the forehead would go (in the later reploids, this is replaced by a crystalline structure that I'm not sure what it actually does.)

    I love the boots though, that classic Inafune style always shines through! And I love your hand topology; I need to find out how to do that.
     
  21. Rafael-Barbosa

    Rafael-Barbosa

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    Thanks for the tips, I did some work on it and it does look way better now,

    $Close up render.png

    Also, you said you liked the hand's topology, thanks : ) , I just learned how to do it, here is a close up,
    $close up hand.png
     

    Attached Files:

    Last edited: Dec 24, 2013
  22. snowconesolid

    snowconesolid

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    this level has gone through many changes. The snow is a nice effect I think

     
  23. KheltonHeadley

    KheltonHeadley

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    Looks way better, and of course I have to take all the credit. ;)

    Awesome job man, only problem is the trees. You can se the ridges in-between polys. Smooth that and it'll look better.
     
  24. Paddington_Bear

    Paddington_Bear

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  25. snowconesolid

    snowconesolid

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    haha thank you. I agree. If you didnt tell me my original style didnt look good I would of never changed it to look like this.
    I sure am glad I decided to retexture everything. You where right, solid colors looked bad. This feels like it has more of a "snowy" feel and keeps the toon look. :)

    yeah I also just noticed the trees ridges. Also I might redo the textures on the trees.

    @TheDuckOnQuack, awesome artwork man!
     
  26. Paddington_Bear

    Paddington_Bear

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    Thanks Snow :D
     
  27. KheltonHeadley

    KheltonHeadley

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  28. dogzerx2

    dogzerx2

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    Mine isn't either but you and I should be happy, one more pic for our inspiration pics folders!
     
  29. AlexZimich

    AlexZimich

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    OK i finished it enough to start a new one

     
  30. mcunha98

    mcunha98

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  31. janpec

    janpec

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    Celtic helmet, plenty texture and normal errors on it, will fix that later.
     
  32. KheltonHeadley

    KheltonHeadley

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    Real Time Destruction - Being used in my personal project, but will be coming to the asset store later this year. I'd say a month of two, not really sure. Will include buildings, props(like this crate) and lots more. Also will include a manual on how to make your own assets destructible.

    $DestructionA.png
     

    Attached Files:

    Last edited: Dec 27, 2013
  33. Paddington_Bear

    Paddington_Bear

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    Thanks guys, its the interest and support lovely people like you give me that guides my stylus every day. Much appreciated :)
     
  34. TonyNowak

    TonyNowak

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  35. AlexZimich

    AlexZimich

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  36. SpencerPDX

    SpencerPDX

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    @janpec: I like this! Great worn-in feel, very tactile. And the reflection really helps sell it. How are you rendering it?

     
  37. dogzerx2

    dogzerx2

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    Janpec's models are always beautifully shaded!
     
  38. janpec

    janpec

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    Spencer well for reflection its image based lighting from Marmoset used, nothing else besides special being used. Specular, tweaked fresnel to act as metal and pretty much thats it. But ye whole magic trick goes thanks to Marmoset guys, pretty much anything you throw image based lighting on shaders on looks good hehe.
     
  39. KRGraphics

    KRGraphics

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    Great work Janpec, I am definitely loving the metallic, used up feel to the metal... :)
     
  40. mcunha98

    mcunha98

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  41. FlorianSchmoldt

    FlorianSchmoldt

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    It seems very lowpoly and you managed to get nice charming details in the texture but the sketch has a more dynamic "roundness" while the 3d version looks very box shaped. Especially her legs.

    the show ain't over till the fat lady sings ! :D
     
  42. Photon-Blasting-Service

    Photon-Blasting-Service

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    Started adding some tiles and a few objects.
    $Dungeon_8Pass.png
     
  43. Thunderent

    Thunderent

    Pocket Artist

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    Arrr!

    $pirateship.jpg $Sloop.jpg
     
    Last edited: Dec 30, 2013
  44. janpec

    janpec

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    Nice work there Thunderent looks quite low poly is it for strategy game ? I think it would really nice to see some first person pirate game, multiplayer where you bombard other teams ship, and then melee or gun fight follow.
     
  45. snowconesolid

    snowconesolid

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    Working on a new character for my secret toon game. Simple character. Finished sculpting. Still needs lots of work. I will fix once I retop it.

     
  46. Thunderent

    Thunderent

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    Thanks!
    It's work for a client of mine.The game has an RTS type of view so it doesn't require a lot of polys.
    Indeed,it would be awesome to see a multiplayer pirate game,unfortunately my programming skills do not extend more than basic pong/space invaders game.I've got another project which I'm excited to show here at some point in the future :D,it's too raw atm.

    @snowconecolid I know that you finished sculpting it,but it seems that most of the details are kept in the lower arm area,for future reference you could balance the things out by adding different details to other part of the mesh aswell.Just my personal opinion.
    You got a lot of style in each of your characters and your ability to produce unique characters is worth mentioning!I've seen a lot of your characters in this thread and there aren't any models that share similarities.


    Meanwhile,here are some other simple props for a different client but surprisingly on the same theme.
    $Models.jpg
     
    Last edited: Dec 30, 2013
  47. snowconesolid

    snowconesolid

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    @Thunderent, very nice game assets you made. I esp like the bottle. And thanks! I try to go for a new character design each time I decide to work on a character to keep all my characters unique.

    Starting with pencil and paper is the best way to go because you really do have real "freedom" to make whatever you want. I start with a quick sketch so I can get and idea of what I will model. I realized I suck at modeling when I dont know what I want to make haha. But when you have an idea of what you want to model it becomes easier visualize while actually modeling/sculpting. (Just how I feel personally of course)

    So here is the quick sketch I made of this character the other day. Its starts out just as a fun little doodle you randomly draw and then you say to yourself, "this should be a character in one of my projects"


    Also, I try to avoid sculpting in to much details at first because I know Im just going to loose a lot of it after I retop the model. But in this case you where right, my model was missing a lot of its form in its upper limbs and other areas so I went back and sculpted a little more. Here is the real final sculpt and now Im ready to start retoping it. :)



    Of course most of the time I dont follow my original sketch when modeling. but I just do it to get a good starting point and idea. There is some differences like in my sketch he is a bit slimmer than my sculpted version. Usually my final model ends up a little different.
     
  48. mcunha98

    mcunha98

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    Last edited: Dec 31, 2013
  49. chronos78

    chronos78

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    Been working on some terrain tests today for an action rpg concept so I thought I'd slip in one last post before the end of the year. This shot is of a single 1 sq km terrain tile that is ~30k triangle.

    $terrainTest01.png

    Currently the custom terrain shader requires only a single draw call and allows for both a light and normal mapping. Next up is to add splat, specular, emission, and detail maps to the shader. I'm hoping to avoid Unity's terrain system completely since... well I'm sure it doesn't need explaining.
     
    charmandermon likes this.
  50. KheltonHeadley

    KheltonHeadley

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    Badass dude.