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WIP Small Works Art Thread

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

  1. randomperson42

    randomperson42

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    Been working on some hand-painted textures, feedback is welcome...
    Capture2.JPG
    Capture.JPG
     
    Last edited: Jan 18, 2015
  2. game-texture

    game-texture

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    And this is my textures:




     
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  3. Mister-D

    Mister-D

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    a retro car
    classic car1.jpg
     

    Attached Files:

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  4. CharlieSamways

    CharlieSamways

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    Been incredibly busy lately, had the pleasure of working with some biggy clients recently, Tying up the final things for Telefonica Movistar on their Priority app for Peru! Mock up show of the Mi Priority page, not terribly exciting works but i'm still alive ;)

     
  5. Kellyrayj

    Kellyrayj

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    Past some time last night with a game mockup.

     
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  6. CharlieSamways

    CharlieSamways

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    Really love the style and detail level on the cave/rocks, should apply that out through the trees/animals. Ground looks very nice too!
     
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  7. nipoco

    nipoco

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  8. Mister-D

    Mister-D

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    thank u ,
    tripod.jpg
    walk1.gif walk1B.gif
     
    Last edited: Jan 21, 2015
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  9. randomperson42

    randomperson42

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  10. Mister-D

    Mister-D

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    yes totally, i saw the movie again(the one with tom cruise) and never liked the fact it was set in the current age, im building a retro environment, around 1930 1940 so i thought it would be cool to add tripods, since the original radio show from orson welles was around that age.
     
  11. psuong

    psuong

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    So I'm pretty much an amateur with 3D Modeling. I made these modular meshes recently and I'm trying to go for an "old, deprecated" feeling. Feedback is always welcomed.
     
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  12. Whiteleaf

    Whiteleaf

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    Looks pretty nice right now. I would just change the texture so it's a little more random(wall texture, looks repeated.).
     
  13. psuong

    psuong

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    Oh alright thanks, I'm experimenting with that right now.
     
  14. Howard-Day

    Howard-Day

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    Working on a Dark Forces inspired 3rd Person Shooter. Just got cheap-ass reflections working, with blurry Reflection Occluders as well! This is 8 draw calls for the whole scene, because I'm shooting for mobile. Also, I really like the beast lightmapper. :D


     
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  15. RiokuTheSlayer

    RiokuTheSlayer

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    Well then... That's pretty cool actually
     
  16. AndrewGrayGames

    AndrewGrayGames

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    Are the Stormtroopers just there for WIP or reference, or are they going to be in the final game?

    If this is merely Dark Forces-inspired, I'd be interested to see your original concept for the antagonists' "stormtroopers".
     
  17. Howard-Day

    Howard-Day

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    Thanks guys - So The stormtroopers will likely be in there in the final. this prototype is going to be in the Star Wars universe, but the back-end tech/techniques I'm building would be able to be used for any 3rd person shooter game of a similar style. On the actual end game, I always loved the art styles of Strife and Raptor call of the shadows, and I might do something similar to those. :D
     
  18. HolBol

    HolBol

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  19. Kurt123

    Kurt123

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    Hi. Been working on some weapons and wanted to air the interest in a pure weapon pack. Swords, hammers, knifes, shields, maces, and so on. A couple of unfinished wips attached.

    weapon_Wips.jpg
     
  20. mcunha98

    mcunha98

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  21. Takkik

    Takkik

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    Hi. Working on PBR textures with Shader Forge. Using Zbrush, Houdini, bitmap2material and substance Designer with a bunch of cgtextures.com photos. Trying to get something that could interest people and be selled on the store. Comment&advices are welcome.
     
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  22. Adam-Buckner

    Adam-Buckner

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    Very nice! Works best for me in the closeups... What does this look like in an environment with some lighting going on? The 3rd image is the best for me.
     
  23. Adam-Buckner

    Adam-Buckner

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    I really like the feeling of this! Not sure what the game is about, but it does make me want to play!
     
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  24. Adam-Buckner

    Adam-Buckner

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    Charlie! See what happens when I stop paying attention to this thread? You go off and get a proper job.
     
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  25. Mister-D

    Mister-D

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    some more progress
    render3.jpg
     
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  26. Adam-Buckner

    Adam-Buckner

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    This is very highly polished! Nice work! Is it just a standalone item? Or are you creating a game? A line of assets?
     
  27. VertexFiend

    VertexFiend

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    Hi @Adam Buckner !

    Thanks! Your compliment means a lot to us.

    Our Orbital Reentry Craft was recently featured by Allegorithmic as one of their top January picks:
    https://www.facebook.com/Allegorith...9881139407812/839880232741236/?type=1&theater
    also visible in the gallery: http://www.allegorithmic.com/Gallery

    Andromeda Station is currently hard at work creating a line of high quality assets like the ORC for the Unity Asset Store. We just added a version of this escape pod without the interior because people asked us to sell one like that. Our new Antigravity Hover Racer is also available in the Asset Store as of today for 50% off for the first week.



    We want to get our Asset Store submissions going strong before we commit ourselves to freelance work or make our own game. We would greatly appreciate it if you would consider featuring one of our assets on the Unity Asset Store or on the Facebook page. We are serious about making lots of quality content for the Asset Store and we want people to know who we are!
     
    Last edited: Jan 27, 2015
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  28. Kellyrayj

    Kellyrayj

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    Thought I'd share this and get some feedback on it! This is a start to some promotional things I'll be working on as I finally wrap up 100 Orcs.

     
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  29. dogzerx2

    dogzerx2

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    @Briddin
    That looks interesting!

    This is going to be an iOS game, right? I've heard that it's better to release to iOS first, because games suffer major cases of piracy as soon as they're released on Android. So it's better to wait a while before releasing for Android... I think it sounds reasonable.

    Can't wait to see promotional videos! (I'm intrigued)
     
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  30. Adam-Buckner

    Adam-Buckner

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    Sadly, I have not influence over the Asset Store... :-/ But it's still cool. You can try to contact them, and suggest your assets, but I think they have plans laid into the future. You could hope for the next Sci-fi themed promotion!
     
  31. dphipps

    dphipps

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    Hi guys. I'm new here and posted this in general discussion and was pointed to here.
    I'm new to Unity so I'm not sure what you guys like or want.
    Here's a few Works in progress. I'm hoping that when they are done I'll see them up on the asset store and in a game.



    Dave
     
  32. Whiteleaf

    Whiteleaf

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    Whoah, dude! You're amazing! Very smooth models, how many tris/polys?
     
  33. dphipps

    dphipps

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    These are just the zbrush sculpts not the finished product. The top one is about 3 million polys right now but will be lower once I make a low res model and bake the textures.

    What's the target polycount for most 1st and 3rd person games here? I'm looking through the forums but it's taking time.
     
  34. bsj

    bsj

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    @dphipps- To determine target poly count, you may actually want to search the asset store for similar items, as most of them have the number of tris in the descriptions.

    It will also depend on the target market. Are you referring to 1st and 3rd person PC games? Console? Mobile? The response for each can be quite different.

    Also, in most of the assets that I've reviewed, they include several LOD for each model, in an effort to maximize value.

    I am new to Unity as well, and have been looking through much of the same stuff. Best of luck to you!
     
  35. dphipps

    dphipps

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    I'm aiming at PC games but could also do some major polygon reductions for mobile.
    I'm not even sure about texturing. I know you can do normal and diffuse, and I thought I saw something about PBR.
    My realtime hirez target is going to be at 25-50k polies and do 3 lod levels after that.
    I should have 3 unique variations of the top guy with multiple alternate textures, including team colors.
    Hopefully I can get some animations in with him, but I suck at animating.
     
  36. Whiteleaf

    Whiteleaf

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    Hmm, not entirely sure.

    For mobile I would aim for 150-250 polys, just because phones can't handle too intense things. For console/PC, 700-800? For a detailed game, that is. Low quality games would have probably the amount of polys a mobile game does.
     
  37. bsj

    bsj

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    @Whiteleaf - Those numbers seem quite low for PC/Console. Here is a list of documented poly counts I came across recently, and they're primarily last gen:

    https://forum.beyond3d.com/threads/...st-blog-entry-with-interesting-numbers.39321/

    For current generation, I've read the poly count doesn't come into play like it used to. Lighting, environment, AI, etc. are becoming the bigger issue.

    Many modern phones have more RAM than the XBOX 360 had (512MB), so depending on your target market, I would think you could push well beyond 150-250 for a phone.
     
  38. Whiteleaf

    Whiteleaf

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    Even then, still wouldn't go way over the one i listed for the phone. Sure, phones are improving but aren't near being as powerful as a top-level gaming computer or new gen console.
     
  39. SiegfriedCroes

    SiegfriedCroes

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    What do you mean with polys? Do you mean tris? Cause the tris is what's important, polys might be 1 or 2 (and in bad cases more) tris so it's not really a good way of measurement unless you did mean tris when saying polys, then your numbers are just really low. I think you can safely go with 1000tris for mobile :) It all depends on the type of game, for a FPS you should go for a higher polycount than if it was a strategy game.
     
  40. Whiteleaf

    Whiteleaf

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    I am not very advanced in modelling, so it's probably the tris. I can maybe make a model later showing my poly count, and yours. I haven't worked with mobile so it might be able to be about 1k tris; but right now I have to get ready then I can make something.
     
  41. Kellyrayj

    Kellyrayj

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    If I can get the touch controls to work it most certainly will be! Promo video is in the works!
     
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  42. dphipps

    dphipps

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    ok here's the whole group. None are finished but this is the WIP thread. I'm thinking SciFi character pack. 50k Hi-poly (tris :p) and 5k for the low. Basic walk/run/rest shoot/crouch/die animations. A couple simple model and texture variations. BTW the guy on the right will be shorter. Closer to the size of the human.


    Now to figure out what to charge one I have them finished.
     
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  43. Zomby138

    Zomby138

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    @Howard Day Those reflections look great! Can you share any info about how you're doing them?
     
  44. Takkik

    Takkik

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    Thanks Adam. I'm not familiar with lighting in general, what would be a good light setup for show the textures?
    I've tweaked the texture, reduced the detail normal map and increased the bevel.




     
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  45. Adam-Buckner

    Adam-Buckner

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    I guess what I meant by lighting in a scene could be ... pretty much anything that was in an environment.

    It could be interior - a corridor wall with a few torches...

    Or an exterior of a building - moonlight, some ambient skylight...

    That sort of thing.

    Sometimes studio 3pt lighting, tho' it can show off the texture, doesn't do it the justice of a lit scene might.
     
  46. mcunha98

    mcunha98

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    Texture in progress...
     
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  47. mancuso

    mancuso

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    Simple winter skybox render with cirrus clouds

     
  48. Will-Morillas

    Will-Morillas

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    Doing a pack of male characters for the unity asset store, with changeable clothes, I'm having a lot of trouble with the skinning and the clothes are going through the body :(



    Another render but inside marmoset toolbag

     
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  49. Thunderent

    Thunderent

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    My main skills have always been on realistic textures and environments/props,but for once I tried to do something new.This is my first ever character,so any feedback from people out there who specialize in this kind of stuff would really help me.

    Included wireframe too.



     
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  50. MBRogers

    MBRogers

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    Do you have a concept to go off?

    He has no ears...

    As far as the polycount I think you can make some changes.
    The first one would be for animating purposes.


    Which I've added in this:


    The green Shows some polys that you don't need as they don't add to the silhouette(shape) . The jacket can be painted in as what you have there at the moment doesn't add to the silhouette. Also pointed out where the animated joints should go.

    This isn't required and depends on the style but..

    The Red shows a way to model the leg/arms in a way that you can show shape easier for the same amount of polys. (this isn't needed but does WORK) if you give it a go you will understand what I mean. It also makes it easier to texture shape ( try making it look circular in the texture the way you have it now and you will struggle) If you post the uvws I might be able to help you there aswell if you like? I'm assuming you're doing this handpainted? I didn't draw all the polys in red (the knee is missing).
     
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