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WIP Small Works Art Thread

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

  1. Bob Turner

    Bob Turner

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    $sun.jpg $gurkha1.jpg I needed a project, just so I could get down to the work of learning Unity. It will be a 3rd person shooter set in Burma during WW2. i want it to be as accurate as possible, so bolt action Lee Enfields, with a maximum of fifty bullets per soldier. I do want to give players a choice of soldier, so I have a Brit, a Gurkha, a Sikh, and an American.

    I'm building the models in Cimema 4d. here's the Gurkha head, and the plane model is of a Sunderland flying boat, that was used to bring sick and wounded Chindit fighters from behind enemy lines.
     
  2. ivanzu

    ivanzu

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    Its looks nice but whats the polycount of the plane?
     
  3. MellowNinja

    MellowNinja

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    This is week 1 in learning 3ds max and texturing. changed to watermark to jake morris thats my name.
     

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  4. Christiaan

    Christiaan

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    Looking good. bake some AO maps into the difuse texture. but nice work :)
     
  5. janpec

    janpec

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    Pteranodon.

     
  6. kenlem

    kenlem

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    Just an exercise I did in Blender to learn modelling. 650 polys
     

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  7. KRGraphics

    KRGraphics

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    Please eat me, Mr. Pteranodon!! Kick ass work...
     
  8. nipoco

    nipoco

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    Nice one. Pretty good for a starter.
     
  9. DOCSKI_GAMES

    DOCSKI_GAMES

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  10. KRGraphics

    KRGraphics

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    Trying out Marmoset on my work (thanks Janpec) and it look tons better... but in the end, it will be in Unity...

    Decided to change the colour of the shirt... it adds to the bad ass part of the character... and doesn't look too bad with GI

    $Blade%20Killer%20Black.jpg
     
    Last edited: Sep 10, 2012
  11. Anykey

    Anykey

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    Lol Facegen
     
  12. MellowNinja

    MellowNinja

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    Would you know how to do that ? not exactly on to rendering at the moment
     
  13. Christiaan

    Christiaan

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    Here's a good video that should get you started, once u baked the AO map simply overlay it on you diffuse map.
     
  14. MellowNinja

    MellowNinja

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    Thanks a lot for the link i'll post and update when i make more models.
     
  15. Bob Turner

    Bob Turner

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    Hi Anykey, it wasn't my intension to deceive! I'm not that much of a purist that I want to create a load of heads from scratch in Cinema. The heads, I'll knock down the poly count, and take them into Mudbox for a little bit of roughing up.
     
  16. makinmagic4

    makinmagic4

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    After a good few days of re-adjusting face normals, exporting and importing I have managed to put my Pit Garage scene (seen here: Click me! ) into Unity and create a web player.

    Link: http://makinmagic3.weebly.com/files/theme/WebPlayer6.html

    Just be-aware it may frame rate drop around the two cars.

    WASD keys to move and mouse (cursor) to pan around.
     
  17. HolBol

    HolBol

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    Here's something I've been modelling in blender:

     
  18. MellowNinja

    MellowNinja

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    Looks great man, is it for a project or just mess about ?
     
  19. HolBol

    HolBol

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    It's for a future project, but I don't know whether I'll use it.
     
  20. Tim-C

    Tim-C

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    Some rad dude made an amazing looking scene in Unity. If you know what you are doing then it's a pretty powerful engine.

     
  21. DOCSKI_GAMES

    DOCSKI_GAMES

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    Last edited: Sep 12, 2012
  22. Raigex

    Raigex

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    Dude looks great, but kinda scifi cartoonish. Unless your going for that look.
     
  23. HolBol

    HolBol

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    I am. :p
     
  24. KRGraphics

    KRGraphics

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    I have no words to describe this... FREAKING EPIC!!!
     
  25. janpec

    janpec

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    Hey you just did described it actually :D And yes it is true.
     
  26. chronos78

    chronos78

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    Here's a scene that I threw together tonight to quickly test a shader I'm working on. Not taking credit for the models or textures, those were purchased. The layout and lighting is mine but the shader is what I'm trying to show off. I should also probably point out that there are no shadows or ambient occlussion used in this scene, just some hand painted textures (which are all blue by the way) and a lightmap that was baked using one spot light and 4 point lights.

    This shader makes easy to change the brightness and contrasts of different parts of the scene to make it pop instead of looking washed out and flat as is the case with the unmodified upper left image. In addition to brightness contrast, individual materials can have there own hue, saturation, and value adjustments applied. There is also the ability to control the brightness and tint of the lightmap independent of the object. So it eliminates countless rebakes trying to get the lighting to look just right.

    Hope you guys like the results so far. I'm thinking about putting it up on the asset store if there is enough interest.
     
  27. Bob Turner

    Bob Turner

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    Sorry about the delay Ivanzu but I wasn't sure about the etiquette of this thread, it seem like everyone's talking over each other. In a nurbs at its lowest setting the model will be about 14 thousand polys. It's only a couple of thousand when taken out the nurbs. So, here was my reasoning; if I could take a low setting nurbs model into Mudbox, then I could make a displacement map. Check that out in a render, to see what Cinema 4d preferred as the displacement option (you know the swop green and red stuff) Then convert that map into a normal map.

    That worked for a head model in c4d but not for the plane; because I'd not checked for tris in my chamfered edge plane model (yep, stupid) My next plan was to use Atageo to reduce the model's polys. That should work but I still need to see how Bodypaint handles that side of things. Then I need to see how it all works in Unity. I do recall seeing a comment somewhere about c4d normal maps being a different colour to Unity's.
     
  28. KRGraphics

    KRGraphics

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    Hey guys... decided to take my work to a whole new direction... since my fighters take damage, I went ahead and started sculpting in bruises that actually swell with progressions. Going to use blendshapes for this since have this as a shader effect may be too costly... had to look up boxers and MMA fighters for some great references. The cuts and blood will be done in Photoshop, enjoy. Still working on this one... this is Stage 3 Damage. Going to work backwards toward clean to ensure that all of this is still nasty as hell...

    $Like%20a%20slab%20of%20meat.jpg
     
  29. IndieScapeGames

    IndieScapeGames

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    Share more chronos78. I'm tired of the washed out dry pallete of my textures, despite nearly every attempt to liven them up. Perhaps your shader would do the trick!
     
  30. kenlem

    kenlem

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    Is that an image effect? Will it work on mobiles? Would be nice on the asset store.

     
  31. KRGraphics

    KRGraphics

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    I love the look of that room... are you doing some sort of colour grading...?
     
  32. fivearchers

    fivearchers

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  33. chronos78

    chronos78

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    Thanks, glad you like it. As to the technique used, think Photoshop adjustment layers, particularly the Hue/Saturation and the Brightness/Contrast adjustment layers. In total the shader has 5 sliders one for each adjustment (HSV B/C) and a color picker that allows you to tint and control the over brightness of the lightmap.

    The end result is the same as an image effect but it takes place at the material level not on the entire rendered scene. Again it's more like adjustment layers in Photoshop where you can apply the effect to just the objects in that layer. It's the same here, you adjust the shader sliders and everything that shares that material gets the same effect applied but nothing else is affected. So with the creative application of materials and texture atlases you can achieve some pretty interesting effects.

    Yes it will work on Arm7 devices that support Shader 3.0. The demo scene runs at 48fps on the new iPad, 18fps on the iPhone 4, and 14fps on the 1st gen iPad. Note that's with the shader applied to every material in the scene so every pixel is being calculated on every single frame which will crush any mobile GPU. When using the shader on select hero objects it is possible to maintain 60fps on most devices. Even the 1st gen iPad holds at 45fps when the shader is applied to only the chest and center plinth. Unfortunately these are the only mobile devices I have at my disposal to test performance with so I couldn't tell you how it performs on Androids.

    On a side note: If anyone could explain to me why a custom CG shader that does nothing but two texture lookups one for the color map and one for the lightmap runs 10fps slower than the Unlit mobile shader that does the exact same thing I could then make this shader even faster. Really don't want to have to rewrite this in GLSL just to find see if it's any faster.

    The asset store will probably happen as soon as I sort out a couple more things and finish some of the variants. Planning on four different shaders right now. Two for opaque objects and two for transparent. One set will apply the light map before making the color adjustments and one set will apply the lightmap after. This will give the user some flexibility in how to apply adjustments as sometimes it can be difficult to get predictable results when the base textures and lightmaps have large separations in their color palettes. For example if the textures are blue and the lighting red there tends to be a weird green tint to parts of the image that then requires adjustment to the Hue and Saturation sliders to remove. This is a result of being limited to a 0-1 range on colors and some colors reaching saturation before others when shifting the sliders. There is never a perfect solution but hey isn't that what makes Unity fun? Trying to see how close we can get by kludging a bunch of hacks together.
     
  34. KRGraphics

    KRGraphics

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    Hey guys... doing some damage testing for my model... I am planning on having blend shapes control where I want the damage to occur... this is Stage 3 Damage. I still need to tweak the damage and add cuts

    $screenshot7.jpg
     
  35. Bob Turner

    Bob Turner

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    Looks really good as is but perhaps it would be even better if there was a bit more facial asymmetry to the face, and also to the damage. So left side damage in most cases, unless you fight a southpaw.
     
    Last edited: Sep 14, 2012
  36. HolBol

    HolBol

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    Well, the direction for my scene has changed a little. It's a bit darker now.



    Still have to finish texturing the mesh of course, then starting to detail it with little objects.
     
  37. FlorianSchmoldt

    FlorianSchmoldt

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    Looks awesome, Fishman ! I even like the flat shading/texture style. Reminds me on classics like "another world" or "flashback"
     
  38. KRGraphics

    KRGraphics

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    Noted :) This one right her is REAL f**ked up. Still getting used to Marmoset's shaders (not used to working with spec/gloss combined)

     
    Last edited: Sep 14, 2012
  39. Tim-C

    Tim-C

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    Well the question is is it the same?. Are you using surface shaders or purely custom shaders? Did you base your shader on the source code for the Unlit mobile shader? What other operations are you doing (some are more expensive then others). If you are testing on mobile then you are already using GLSL shaders (they get cross compiled to GLSL internally). If you want to use GLSL on desktop you can do #pragma glsl in your pragma block at the start of the shader and it will not generate shader assembly.
     
  40. SvGampel

    SvGampel

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    A bit about graphics kit that I want to present soon. I'm trying to bring to materials like in Mental ray or V-Ray.
    $snap003431.jpg
     
    Last edited: Sep 14, 2012
  41. chronos78

    chronos78

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    The test I did was a pure CGProgram with just two tex2D lookups one for the color map and one for the lightmap. I even removed all calls that required cginclude and replaced with inline calculations, used the lowest precision variables, and avoided swizzling. Basically I've tested the most streamlined CG shader I know of that includes lightmapping and it still runs 5-10fps slower than the mobile unlit shaderlab shader. If I build the shader to only read one texture either color or lightmap while still doing the uv calcs for both it runs at 60fps. The moment the shader is told to read both framerate drops to somewhere between 50-55fps. So one tex2d lookup is costing me 5-10fps which can't be right. That's why I wonder what kind of witchery is taking place behind the scenes with builtin shader. Especially seeings how in order of speed it is suppose to be GLSL > CG > Shaderlab > Surface.

    The only thing left that I can think to do is to look at the debug code and see exactly what the GLSL is compiling into and compare that to the builtin shader's debug code. If it is the compiler that is causing the slow down then I will have to write a version of the shader directly in GLSL. Which I was hoping to avoid since the new CG to GLSL compiler is supposed to be so much better now and I develop primarily on a PC so prefer not to force Unity editor to use OpenGL.

    When I get home from work I'll run some more tests and look at a pure GLSL version and then post what I find. It would be nice to wrap this up so I can put it out on the asset store by the end of the weekend.
     
  42. snowconesolid

    snowconesolid

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    heres a little early preview of a small game project im working on.



    putting together a small village where the game will take place, this is just part of the village, its bigger than whats shown in the pic and will have more than just trees and grass. still needs a lot of work.

    :)
     
  43. fivearchers

    fivearchers

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    Made this mess while playing with some sound effects and Audacity - kind of creepy! Almost all the sound is variations on my 1yo going "da da da".
     
  44. snowconesolid

    snowconesolid

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    pretty spooky! great atmosphere you have.

    anyway, some more progress on the small world I am working on.



    this is pic is also the same section of the map I showed earlier, just showing it from a different angle since I textured and made a couple more things.
    Also I did the interior of that green house in the left of the picture. The player is going to need to go in there to solve a puzzle.
    I will have more soon. I need to work on the map from beyond that red gate now. :)
     
  45. HJinkle

    HJinkle

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    I hope Commander Moonlight makes an appearance in this game- you have left fans hanging on the cliffhanger at the end of the last game :-| Did he survive his ill fated moon expedition?
     
  46. Hanan

    Hanan

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    +1 to this. I want to hunt more moon bears and hoard more cat-cash. You can't end the moonlit mountains saga with so many loose ends to tie up (also you should edit out those spoilers for those who haven't played Moonlit Mountains)
     
  47. KelsoMRK

    KelsoMRK

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    Figured I'd be spammy and cross-post with the Fractured State thread.

    Concept art! Yay!

    Full post can be found here.





    And also some street lamp prop concepts.

     
  48. saymoo

    saymoo

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    inspired by Dishonored by chance? ;)

    Great job !
     
  49. KelsoMRK

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    Not specifically but I can see where the relationship could be made. We've also been doing the design work for this since before a lot of the Dishonored material started surfacing. ;) Thanks for the positive feedback though!
     
  50. snowconesolid

    snowconesolid

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    I did not know some people had actually played my game to the end. :) Thanks guys that means a lot to me. One day Commander moonlight will make a return hopefully haha.