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WIP Small Works Art Thread

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

  1. marcos

    marcos

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    Thanks, guys! I implemented all of the hats into the game today. Getting closer!

    Nipoco, I felt bad pinching the old hats from my turtle so I had to make some new ones! :)

    Don't worry, Janpec! The finish line is in sight, I'd be a gigantic masochist if I stopped now!
     
  2. marcos

    marcos

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    EpicLilg: I prefer it with the glowing bits, but I think it'd look cooler if they tied in with the design of the glove more, rather than being just dipped in blue at the fingertips. Make the shape of the glowing part a bit more interesting and it'll sing I reckon.


    Blacklight: Sick!
     
  3. mcunha98

    mcunha98

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    Texture and rigging finished:


    Other model in game :
     
  4. marcos

    marcos

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    Woah! Excellent texture work! :D

    Especially great palette on the top image.
     
  5. Rafael-Barbosa

    Rafael-Barbosa

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    @KheltonHeadley @Asvarduil ; '-' LOL.

    Just finished my MewTwo model, did the texture, a simple UV map, finished his face, and reduced a lot of unneeded poligons. Here is the end result :

    1978 Triangles

    $Render 2.png

    Wireframe

    $Wireframe 1.png
     
  6. Deshalsky

    Deshalsky

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    Wow! Amazing work! :D
     
  7. Rafael-Barbosa

    Rafael-Barbosa

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    Haha , thanks! That's probably the first time anyone said my art is amazing.

    - Rafael
     
  8. Deshalsky

    Deshalsky

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    Just made a Mauser model!

    Pictures:
    $Mauser 1.png
    $Mauser 2.png
    $Mauser 3.png

    Would gladly have feedback from all of you!

    - Sam! :D
     
  9. Rafael-Barbosa

    Rafael-Barbosa

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    Sam , you should look into 2 things that would probably give you a much nicer result, firs of all, is smoothing groups, you can achive it using the "Edge split" modifier on blender, do some research on that. The other one, is about "Ambient Occlusion" , it basically gives your model a bit more depth using a white, gray and black texture. A good part of the little shadowy parts of my mewtwo are done using ambient occlusion.
     
  10. KheltonHeadley

    KheltonHeadley

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    I second this, I also say render out your stuff. Either press Render on the top by File, F12 or Shift + Z.
     
  11. mcunha98

    mcunha98

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    Thanks Marcos.
    A little of 2d:

     
  12. nickavv

    nickavv

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    Finally working on some branding for my game. It's getting very near completion!
     
    Last edited: Jan 6, 2014
  13. XxStrukaXx

    XxStrukaXx

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    OMG, thank you, very much. Those icons are awesome.
     
  14. Ninety_

    Ninety_

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    Apr 3, 2013
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    $5j5s.png

    Quick Blender render of a silo I made in Hexagon, trying to test ambient occlusion. I think it turned out okay. I'd like to texture it next and then maybe try another render. (In case you haven't guessed, I'm pretty new to this whole modelling thing. I've only done hobbyist stuff for the last half year or so.)
     
  15. snowconesolid

    snowconesolid

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    @Marcos, those are lovely hats for your "Parasol" game. Looking real good! :)


    Got the first level finally done. I started working on the next level in my secret toon game project.

    early preview of second level:


    can't wait to show this when I have enough done. Im actually planning out everything for this game unlike all my previous games where I made everything up randomly as I went. :)
     
  16. Spelle

    Spelle

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    mcunha98, what a nice images!
     
  17. Paddington_Bear

    Paddington_Bear

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    Texture and 3D work (Work of a friend of mine).
    Shader adaptation from Marmoset SkyShop (My work).
    $AIS .50BMG - SkyShop.jpg
     
  18. Kellyrayj

    Kellyrayj

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    Doing a bit of work on another character! Any thought so far? Hoping to have more tonight.

     
  19. KRGraphics

    KRGraphics

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    This is GROOVY!!
     
  20. FernandoRibeiro

    FernandoRibeiro

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    Hi there guys! this is my lastest zbrush render of the first female 3d scan integrated with UMA


    Cheers!
     
  21. XavLar

    XavLar

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    Feb 14, 2012
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    Hi guys!

    This is my first post to do with me showing something off. Well actually I need your opinions as this is for my University application portfolio. It's my first sculpt (still working on it) with Mudbox, let me know what you think and how I can improve it, as I am still learning Mudbox and Maya.

     

    Attached Files:

    Last edited: Jan 8, 2014
  22. snowconesolid

    snowconesolid

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    more dev screen shots



    Mail box system:
    So there isnt going to be much dialog in this secret game project of mine. The only time there will ever be dialog is when you come across one of these mail boxes which have letters in them from a character I wont go into details about right now. But yeah other than that, the characters wont talk esp the main character. In my previous projects I would usually always give dialog to the main character to try and give them this personality. This time, I want the character to establish a personality through their movement and gameplay.
     
  23. Deshalsky

    Deshalsky

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    Amazing! :D
     
  24. Kellyrayj

    Kellyrayj

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    Doing some more work on this princess lady.

    $Screen Shot 2014-01-08 at 12.22.44 PM.png
     
  25. Paddington_Bear

    Paddington_Bear

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    Dec 9, 2012
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    Thanks for the support on my last post here, means a lot.
    I would encourage more innovative use of shaders and image effects in Unity, keeping it on par with some of the other large engines out there.


    By the way, Bridin you work is incredible. Keep it coming :D
     
    Last edited: Jan 8, 2014
  26. dogzerx2

    dogzerx2

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    Woohoo! Super realistic scan!

    Man, you should get Marmoset for Unity... check out Florian's webplayers. That thing makes stuff look even better.
     
  27. XavLar

    XavLar

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    Another head I've made while learning how to use Mudbox, in order to improve my sculpting abilities, oh and I am also trying Marmoset on the 30 day trial to give it that extra umph!

    How did I make this? well I was trying to make Hellboy... but accidentally sculpted on the wrong axis, well I sorta just went with the snout(?).

    I call it, Mooman:


    $q3vv.png

    Let me know what you think and how I can improve it, I am still learning as I am about to have my first University interview next month (I am trying to produce as much content, while improving my skills before the interview)
     
  28. Paddington_Bear

    Paddington_Bear

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    Looking good there Spanda, I would suggest using stencils for adding "texture" (not colour, texture as in feeling). Like light relief on the fur, a leathery snout and perhaps a nice whilted effect for those cute little horns.
    Good luck with your application man :)
     
  29. XavLar

    XavLar

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    Thank you! this really means a lot to me :)

    I will take your advice and apply it when I next have the chance to work on it (hopefully tomorrow).
     
  30. snowconesolid

    snowconesolid

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    Just finished creating my train for my secret toon game project, which will be in a specific level I have planned out and am working on at the moment.

    Final low poly train. (I call it the Snow Train)




    and here is an in-game screenshot of the train:





    More soon!
     
  31. FernandoRibeiro

    FernandoRibeiro

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    Yeah! =D
     
  32. Rafael-Barbosa

    Rafael-Barbosa

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    I seriously loved this one! The texture feels extremly well done! Good job man : )
     
  33. imaginaryhuman

    imaginaryhuman

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    Progress on my procedurally generated, destructible 2d terrain. Experimenting with some texturing here, but I need to tweak it more to smooth the transitions between the various material layers and probably pick some better source textures. Today is the first day I got the custom shader working properly... it does data decompression, pattern lookup, color palette lookup, and per-pixel color cycling. Aiming at 1920x1080 on desktop/ouya and 2048x1536 or 1024x768 on iPad. You can right-click and open in a new tab/window to see the full image. It's proven to be very difficult to get the system to push all these pixels over the graphics bus every frame, hence the data compression, plus it's actually half resolution i.e. 2x2 pixel cells, so either 1024 or 960 virtual resolution. But I'm happy with it. That grass layer obviously needs to have a more variegated surface ideally. Am also considering whether to add some kind of bumpmapping/lighting.

    $LandMockup.jpg
     
    Last edited: Jan 9, 2014
  34. FernandoRibeiro

    FernandoRibeiro

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    Hi there! This looks amazing! You plan selling it on AssetStore?
    Cheers
     
  35. imaginaryhuman

    imaginaryhuman

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    Hey, thanks. I hadn't thought about the asset store for this as yet. I believe there is some technological advantage here that I would like to hold onto for a bit plus it's mainly for a game I have my heart set on making so I'd like it to maintain a unique `look`, at least for a while. Giving a game an unique appearance is pretty important as part of its identity, so I don't want to dilute that at this point.

    Also developing a human-consumable asset is extra `overhead`, making it pretty, making it easy to use, documentation and examples, etc.... and I'm trying to focus on making a game as much as possible. A number of things here are hardcoded, it'd take a bit of work to make it easy to interact with. At the moment I'm enjoying not having to think about making a high-level interface thing, just having fun getting it to work quick and dirty :D
     
    Last edited: Jan 9, 2014
  36. ElizaWb

    ElizaWb

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  37. TheValar

    TheValar

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    I"m digging the art style for 100 Orcs. Are you doing it in Illustrator?
     
    mouurusai likes this.
  38. Kellyrayj

    Kellyrayj

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    Thank you and yes, I am doing this all in illustrator.
     
  39. FlorianSchmoldt

    FlorianSchmoldt

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  40. Kellyrayj

    Kellyrayj

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  41. snowconesolid

    snowconesolid

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    Thank you Rafael! I spent a good amount of time working on the texture for this model. I already created so many props and game assets for this game project. I have one huge blender file with all the assets I already created. This train though has to be one of my favorite assets I made so far.

    Heres another screenshot from the current scene I am working on. The train level. Just finished creating train tracks and crossing signals.
    Im working through this level at a pretty good rate since I planned all of it before I started to create it.




    I really think this will be my greatest project yet. Its definitely my most serious attempt at creating a quality game.

    Im really excited about this one. I already have done so much work for it but there is still a lot left to do. Im waiting until I finish at least three scenes before I finally reveal it and start my own wip thread.

    more soon!
     
  42. ElizaWb

    ElizaWb

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    Jan 7, 2014
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    Thank you! Really appreciate it ^^ I'm in the process of getting this into the asset store.
    I'm also thinking to add some trees and bushes around, but haven't decided on the type of trees/bush. Will post more updates when I have them in the scene :)
     
  43. Ardeni

    Ardeni

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    Jul 28, 2013
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    31
    Few screens from our project:

    $scr8.jpg

    $scr9.jpg
     
    Last edited: Jan 10, 2014
  44. XavLar

    XavLar

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    Feb 14, 2012
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    After taking DuckonQuacks advice, I have quickly learned how stencils work. I feel that now my ability to use Mudbox has improved over constant trial and error.

    This is my latest piece, I'm not sure if I should add eyes (probably will do some tests later)

    $ts74.png
     
  45. Kellyrayj

    Kellyrayj

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  46. AndrewGrayGames

    AndrewGrayGames

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    That's the best mockup UI I've ever seen. No, seriously!
     
  47. Kellyrayj

    Kellyrayj

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    Hey all,

    Wanted to share this WIP video with you. Shows a little of the character making process I use:

     
  48. snowconesolid

    snowconesolid

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    Very good process man! that is an excellent way to make 2d characters. Very simple and efficient too. Its brilliant.
     
  49. FlorianSchmoldt

    FlorianSchmoldt

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    Looking good but I would suggest to decrease the noisy contrast on the snow. The props are looking really nice but the ground texture currently catches most of the attention. It would be enough to go from white to a more friendly blue/grey instead of greens and black.
    Maybe you could use elements with more contrast as a decal, to break the tiling.


    and some warm up randomness from inception
     
  50. HolBol

    HolBol

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    A bit of speedpaint while I had nothing to do on thursday.