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Discussion in 'Works In Progress' started by Tim-C, Jul 26, 2012.
MCunha, you did inspire me. Here's my Link to the Past style tree (unfinished)
Nice start,add some highlights on wood.
Here the scene in edtor and unity3d
Reworking my character a bit
https://dl.dropboxusercontent.com/u/13822695/TIE v1.05/TIE v1.05.html
Greate work !
So, I've been working on a retro JRPG battle theme!
Battle Theme Experiment #7*
...I'm working on making the chromatic part less awkward and more sinister. But, otherwise, it's an upbeat battle beat, fitting for a princess!
*: I've updated it, it's no longer an experiment.
Asvarduil, your really good at making music tracks, I listened to your other songs before to. Thats pretty talented man.
Anyway, practicing before I begin my next game project I want to further up my art skills.
Here is a haunted tree I have been sculpting:
Now I need to retop it and texture.
Won't start my next game project until next month or so. Expect me to post small stuff very often in this thread.
That looks great! One of your absolute best works so far i think. looks very smooth and detailed.
There are two...two trees! Ah-ah-ahhhhh!
And, I've updated the battle theme...
Looks great, but i think that maybe do the roots more roots like. They are very big and bulky atm, but i guess its a matter of preference : p
My real weakness is in the art, so I've set about learning texturing. It seems like a chunk with limitations; a very specialised form of art.
I made this texture entirely from scratch; my source was a poor picture off a venetian building. I made it seamless, added some specularity and normals and everything. It may not be much, in the grand scheme of things, but I'm a little proud of it. Pros will undoubtedly find MANY things wrong with it. I purposefully didn't light it that much since I wanted a neutral non-moody representation.
I made the texture in Photohop; offset the image, and then removed the boundaries. Then I cleaned up the dirt, mostly. There's some left, and I want to see how much of a sore thumb those things are in a tiled scenario. Then I made a plane in Blender and used Gimp's InsaneBump for the normals, specular maps, etc. Then I rendered it in Blender.
Retoped my tree:
now I will work on texturing it.
Update on Game UI
@Maricio - Nice minotaur! He looks formidable.
I've been working on one of two World Map tunes. This is the nice, peaceful version of it. The harsher, more 'crap's gotten real' version comes later.
View attachment 93169
Played around with the colors of my character I hope everyone agrees the right one is better ^^'
Thanks, here the final piece:
And some works
This concept art by my artist is for a small, quick mobile game.
Its better, but with some bad luck you might think he has a beard : p
Hehe, I thought the same at some point But I think I'll display a bigger more detailed version of the character at the beginning of the game (when you select male or female) and in your stats/inventory screen, then it'll be clearly visible that it's a scarf
Also the user can always change the color of the scarf if they want to (at least that's a feature I'd like to include).
Going to make a little update post in my LoT topic to show off the evolution of the character
awesome concept art Kenlem!
What I have been working on:
Here is that tree model I showed in this thread earlier, I finished texturing it.
Definitely the best tree I ever made
Also I went back to my flower character I showed earlier in this thread somewhere and began texturing him today. I finished laying down the base colors. Will post again with the final model.
That is a nice tree. I've been watching your modelling progress in this thread for sometime and it's really impressive how you've improved.
Here is a little more of the concept art. Again, I didn't draw this. I was done by an artist I have hired.
Really dig your characters Snow!
The three is looking good too
More concept art for my upcoming 2D game.
Working on animation...
And another item for my game
I put the game into indie db, you can check it on http://www.indiedb.com/games/school-of-witches/
@Mcunha, Really cool stuff I especially like your green potion bottle.
So I finally finished my Flower boy character recently. Also This will be the main character for my next game project that I have not yet revealed. Thats for a different time though.
Here is my final Flower Boy Character model:
Put a lot of time and work into this one. I would say its a big step up compared to my other character models
You can see the model yourself in your web browser! Press space to change the characters pose.
Webplayer Demo (Dropbox Link)
Also if your interested I posted a complete making of showing how I created this character from start to finish on my blog. From an original concept to a full 3d game ready character model. To show you my workflow to create my game characters.
Check it out here:
Making of The Flower Boy
Nice one! He does looks a bit like a plastic toy though because of that shiny shader : p
I haven't posted here in a while .
Currently working on 'one bus to rule them all".90% of modelling is done,time to move onto my favourite part(NOT!),UV Unwrapping.
Cool character! I agree with virror regarding the specular.
Also, one thing that I reckon would enhance your characters greatly would be improving the eyes. There are lots of ways you can approach them, but believable eyes go a long way to making the entire character believable. (Note: believable doesn't mean realistic by any means. I would argue that a character being believable is much more important than realism.)
I could do a breakdown of how I do mine if you like, or perhaps even just some things I consider when I make/texture eyes.
That is one sweet bus!
I actually find UVing to be pretty relaxing, it's like a puzzle game or something
Ahaha, It's my most hated part of the entire 3D process. Takes hours, then you get it wrong, and then have to redo it, and... blech.
this is rock assets for my small project.
Boss (theme) Time!
Fight on the Edge of Despair
Hooking up my GUI now...
@Kenlem, I am really digging all this artwork for your next game. I really like the style
@Asvarduil, once again good job on the music. This definitely sounds like boss battle theme music, really good sound quality to!
@Virror and Marcos thanks guys! I agree with you on the specr, that might be a bit much. But I actually kind of like the plastic toy look. It could be a style I think if most of the game looked like that. For example, NintendoLand for the wii u is a good game example of over-specular shading which gives 3d models a toy like look. Almost everything looks like a toy and is way to shiny but also very appealing to me personally. I am not good at more realistic type stuff so I always try to go for a more stylized unique type graphics, like the characters are stylized and such. But yeah I will probably tone the spec down a bit in the actual game. And its something simple to fix and adjust because its just unity's Bumped spec shader.
I took a screen shot of what other shaders look like on the model. Here is how unity's normal diffuse shader and toon shader look like on the model. Its not bad but I kind of like the plastic feel the spec one gives the model overall.
And for some reason I get this weird problem with the flower pedals on my characters head using the toon shading.
And Marcos, I would love to see a break down of how you create your eyes. Your eyes were always so believable and really bring all of your character sculpts to life. I really like your work.
Man! So much good stuff going on here! Keep up the awesomeness guys!
Here you go.
As a preface, I'm not an artistic superhero, people can chime in and correct me or add in what they do instead. But this is just where I'm at right now in terms of developing my own skill.
First things first, know your anatomy, son.
For the sake of an example, here's a quick outline of a girl's eye area. Already you can see the basic structure of the eye and surrounding area. Think of these areas as different parts, which catch the light differently, based on their angle and surface.
These are the four basic shade areas of the iris:
- The main reflection, which is very important as it guides the rest of the shading.
- The pupil, the size of which can convey a lot of emotion.
- The lit area of the iris, which catches the main light from the direction indicated by the main reflection.
- And finally, the shadowed and occluded part of the iris. It is important to note that under normal lighting conditions, the edge of the iris is always darker. This is caused by shadowing from where the cornea connects to the schlera. This is just one of the cues that causes an eye to look more believeable.
The schlera. Two basic areas. Once again, a shadowy area, which is caused by the surrounding area occluding light, in this case, the upper eyelid.
Secondly, the lit area. Which is receiving direct light. Worth mentioning that for now I'm simplifying things by leaving out the specular reflections the schlera catches.
The corner of the eye, or lacrimal caruncle/duct. Pretty straightforward, occluded area, lit area, highlight.
The surrounding area, pardon the makeup here. This is where you add the context that causes all of those shadows. Four(ish) sections.
Upper eyelid, its neighbour the lower eyebrow area (lacrimal gland??); lower eyelid, and its neighbour the upper cheek.
On the upper eyelid, note the occlusion around the crease area. The fatty lower eyebrow area generally puffs a little bit here on the outside and causes a little bit of shadowing on the upper eyelid.
On the lower lid you can see that the eyelids actually have width, as opposed to being an infinitely thin eye pouch.
The shading is sort of quick and dirty near the corner of the eye, but let's continue.
Eyelashes. These are stupidly important for a female character's eyes. More pronounced lashes suggest more femininity, whereas more subtle ones would suit a male character. This is another one of those believability cues.
Highlights and liquid. Another set of believability cues. The intense highlight in the lit area of the iris makes an eye pop more, which increasingly draws the player/viewer into the character.
The extra highlights on the lit area of the schlera give a cue to the curvature of the eye. Not really a problem in 3D with spec and so on, but if you're doing hand painted textures you can always consider having that in there.
The highlights along where the lower eyelid meets the eye are caused by liquid gathering. The same sort of thing happens at the corner of the eye.
So to apply this to a character, here's our good friend Parasol. Granted, the schlera is totally white, there is no eye corner to speak of and the surrounding area is cartoony anatomy. Let's look at the iris, though. Like the painting of the girl, it has the 4 areas, highlight, pupil, shadowed/occluded iris and lit iris. The only difference is that I've already added in the more intense highlights and blended to it.
One last thing for now, iris proportions. The size of the iris in relation to the rest of the eye is also super important. finding the right proportions is another believability cue. Too small and a character will constantly look stunned and odd, too large and well...
The point is, the proportions of the iris to the eye should be emotionally at rest, as it were. Granted the rules can be bent to make a character cuter or have beadier, evil eyes, or whatever.
Anyway, hope this helps, think my brain has a called it a day for now.
Finished on one of the samples for the next update of my Particle Dynamic Magic pack
I will probably use this as logo for the video i am preparing that will showcase all the effects (current + new update)
The letters are formed from Splines, made with the to be included Spline editor in the update and a follow spline script emulates the writing
What do you think of the effect ?
@Marcos: Nice breakdown about eyes !!!
Here is a long over do update of my Senior Game Project. I have been working hard on environment assets, after getting the fountains of my main characters movement down (Hopefully I can submit video footage soon of in game stuff and animations). After all I don't want to make a presentation with an empty environment.
Anyways, here are my plants for the forest level:
Plant model breakdown:
Unity 3D ScreenShot:
@Marcos, Awesome breakdown man! Thanks really informative and really helpful. You made a lot of really good points and I like how you used your Parasol character as an example
@Clearrose, your plants and other foliage assets are beautiful and really liven up your scenes instead of just using trees. Now there is more variety and the environment feels much more alive. Really good work!
Pretty much finished my little cottage scene. Might make some changes if they are small enough, but I'm quite happy with it overall:
So you've all seen screenshots, but now, I have a Menu Prototype, for my next project candidate, a JRPG called Crown Princess.
Pretty much, I would like some feedback on it, I think it sucks, but I'm having a hard time articulating how.
The Asvarduil Saga continues!
I think your menu is great man. Very polished and works nicely. Also I dig the background music and the dancing clones
Looking forward to your next game. Will it also be zelda inspired like your last one?
Yeah, the music is going to be changed out (it's the Evil Castle theme from The Hero's Journey)...but something better will be in its place. What you saw is only my prototyping scene where I'm building the core of my mechanics.
The reason the clones dance is to test the 'default woman' animations, and my modified animation system from The Hero's Journey (much of the tech is carried over, and dare I say improved upon twofold.) They also talk, and their speech is fully data-driven, by JSON blobs...but, I'm on an art topic talking about my awesome engineering. I must stop that!
Anyways, my next game is going to be a JRPG, actually based on Dragon Warrior, but instead from the Princess' point of view...oh, and she's the one who has to defeat the big bad, because of how she screws over his first plan to take over the Kingdom of Lorelle. I'm taking great pains to avoid thrusting a story on the player, and instead set up scenarios where they have to make choices; the story part just tells them what decision they're making.
To that end, was everything in the menu system clear? How did you like the setup for equipping stuff? Did you heal the test character's wounds? Finally, are the battle mechanics I'm angling for clear?
In terms of layout it looks good but I thought the Next and Last buttons are a bit strange. I mean, when I click Items I'd expect to get a list (or grid) of all the items I have but now it seems like I would have to press Next/Last till I find the item I need (will be annoying when you have a lot of items in your inventory).
Also, a small detail I noticed in your character animation: the arm and foot move forward at the same side. In real life, when you walk, and your left foot is in front, it will be your right arm that is swung forwards (so not the same side as the leg). As I said, just a little detail that no one might notice except for me haha
I agree that the next/last button is a bit annoying if you have lots of items, seems like some old fashion design forced because of limited input tech.
The layout itself looks good i think, very old-school FF like ; )
Also i don't really like the fade, even if its fast i would prefer an instant change.
Keep it up! : )