Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

[WIP] Tower/Castle Kit

Discussion in 'Works In Progress - Archive' started by Takkik, Mar 9, 2015.

  1. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Hello, working on a modular kit for tower/castle environments. I've done some basic blocking, trying to keep everything working on a 1m grid. I wonder what is better for the pivot of individual pieces, at center(bottom) or in a corner (actual)? I'm using character from one of unity sample project, scaled at 2.5m high.

    First I worked with top-down view in mind, but I don't know if it's possible to hide some mesh without affecting the the shadows/GI of Unity 5? Or do I need to think like Manufactura 4 for the interiors (separate scene like old school rpg)? Or stick to a 3rd/1st person view?

    Inspiration:


     
  2. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Returning to my project after a long pause. Working on textures, trying to etablish the style. Nothing finalised.

     
  3. Serinx

    Serinx

    Joined:
    Mar 31, 2014
    Posts:
    788
    I like the textures, clean with a sort of clay look. Nice job :)
     
  4. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Thanks for the comment Serinx. In fact the clay look wasn't expected and didn't really noticed until you pointed it out. Still trying to figure the style.




    Old & New style


    increased the tilling
     
  5. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    New ground texture.



     
  6. ensiferum888

    ensiferum888

    Joined:
    May 11, 2013
    Posts:
    317
    You're extremely talented, I wish I could make textures half as good as this!! Keep up the great work!!
     
  7. ecurtz

    ecurtz

    Joined:
    May 13, 2009
    Posts:
    640
    Really nice texture work. Your tower is massive compared to the example model (Tabletop Worlds?), especially if the character is 2.5 meters tall.
     
  8. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Thx guys.

    ensiferum888: I'm new to texturing, still experimenting. But i'm happy if that already look interesting.

    ecurtz: the tabletop picture is just here as a rough guide. It's too small for actualy old any gameplay, or need to do some Tardis magic like in old days, larger interior than exterior :rolleyes: So let's say it's a dungeon/keep instead of a tower. Base mesh and design will change before the end.
     
  9. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Experimenting with decals



     
  10. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Months already passed and trying new art style. Full Substance designer this time.



     
  11. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Continuing to explore textures creation with substance designer.

    Bricks with a damage slider:




    Base rock texture



    I don't know if I should come back to zbrush/stylized or continue to a more realistic path with substance.
     
  12. l0cke

    l0cke

    Joined:
    Apr 15, 2012
    Posts:
    438
    Realistic.
     
  13. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Hmm. Ok. I saw the first image, I thought, wow that's great. Then I saw the rest, and... sorry to judge but it is absolutely nowhere near, so I felt let down. Oh well. What you've done is okay.. keep striving to get closer to the inspiration though.
     
    Mister-D and Martin_H like this.
  14. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Thank for the feedback imaginaryhuman. I know i'm far from the standard i'm aiming at. Will post soon a better breakdown/plannification and work from it. I wish to emulate the miniature feeling in 3D + pbr.

    Some time now i'm working on photogrammetry for scanning assets to use in my project or perhaps even sell solo if people are interested. I want to plan some new photos shoot this fall so i've decided to make quick preview from older no optimal photos (low pixel density and the 2 last ones got some serious errors) so I could prepare better capture and list what to shoot based of feedback.





     
    one_one likes this.
  15. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    I continue slowy to work on my tower project. New block out of the forms and placeholders textures to get the mood.

    WIP_TAKKIK_medievalTower001

    WIP_TAKKIK_medievalTower002

    WIP_TAKKIK_medievalTower005

    WIP_TAKKIK_medievalTower003

    WIP_TAKKIK_medievalTower004
     
    one_one likes this.
  16. HarleyW

    HarleyW

    Joined:
    Sep 29, 2016
    Posts:
    70
    I really like the look of the textures done with Substance Designer :) I think you're using it well - the results have less noticeable tiling, and more realistic damage
     
    Voltarrens likes this.
  17. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    Thanks HarleyW. I was working on a new substance designer test last days. In parallel i'm working on some photogrammetric assets (lot of time lost in calculs...).

    WIP_TAKKIK_SubDesigner_stoneWall_01

    WIP_TAKKIK_SubDesigner_stoneWall_02

    WIP_TAKKIK_SubDesigner_stoneWall_03

    Screenshots from Substance Designer. Will do a test in Unity on my tower.
     
  18. Takkik

    Takkik

    Joined:
    Nov 24, 2012
    Posts:
    42
    New iteration of my previous substance graph, with different parameters :


    WIP_TAKKIK_SubDesigner_stoneWall_04


    WIP_TAKKIK_SubDesigner_stoneWall_07


    WIP_TAKKIK_SubDesigner_stoneWall_06


    WIP_TAKKIK_SubDesigner_stoneWall_08

     
    one_one likes this.