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  1. Location
    Ukraine
    Posts
    332
    Quote Originally Posted by RobinS View Post
    I made a preview video for a character system i created.

    Hope you like.
    this is soooo cooool !!!


  2. Location
    Mars (yep there's life, and Unity, on Mars)
    Posts
    1,999
    Quote Originally Posted by Divinux View Post
    Well you shouldn't! The polycount and detail is reasonable, especially after i quoted you and noticed you are aiming at a mobile release. The overall shape of the truck is great, you can clearly see it is modeled after the Ford F-XXX trucks, with its bend in the windowline.


    Source: http://trucks.about.com/od/fordtruck...-Side-View.htm

    If you ever feel the need to, you can always add more "slim" polygons around edges to make them more pronounced, like i did here around the trunk, on the bottom of the car and on top of the door. This will give the shame more "profile".



    As you can see, my wireframe isnt too complex either, and as a novice myself, i would say between my skill and yours are maybe ten models, at most. You can get there pretty quickly if you keep at it!
    Thanks, that makes me feel a lot better. I've done like 0 modeling so thank you for the tips!

    Btw, this was done in blender.



  3. Location
    Victoria Australia
    Posts
    4,777
    Quote Originally Posted by jamie lowes View Post
    Cubes are cool, but choppers are cooler!

    Spent the day learning Blender, writing shaders and self-righting helicopter code...!! Gonna try and put the main dude, Chopper Mike, in the cockpit later

    Wow, nice looking helicopter
    Maybe you can help me work out how to smooth my planetary gravity!


    Quote Originally Posted by hippocoder View Post
    Calm down, you're posting all kinds of nonsense that makes no sense. I suggest you post less, and follow http://unity3d.com/learn tutorials.


  4. Location
    The Netherlands
    Posts
    64
    Some models I've been working on lately :3









  5. Posts
    24
    Quote Originally Posted by freefall89 View Post
    Some models I've been working on lately :3

    Sweet looking!
    Nice textures, It could make a very cool game.


  6. Location
    Croatia
    Posts
    2,064
    Quote Originally Posted by freefall89 View Post
    Some models I've been working on lately :3
    Nice but you should mirror the textures on the first one.
    Portfolio:Under construction!
    Cartoony Weapon Pack-Medieval-FREE
    **************************************************
    New to Unity? Orient yourself now!
    Learn Unity
    **************************************************


  7. Location
    The Netherlands
    Posts
    64
    Quote Originally Posted by ivanzu View Post
    Nice but you should mirror the textures on the first one.
    I know, I planned some bodyparts and different paintjobs as well, with numbers etc.. So mirroring it wouldn't really go well


  8. Location
    England
    Posts
    32
    HeliQoob updated to Chopper Mike!

    Spent far too long today wondering why Mike was so dark... recoding shaders... swearing... then the sudden realisation that he wasn't in my 'NoShadow' layer...!!

    Click pic for video...


    I'll add some 'game' to it as soon as I can.


  9. Posts
    185
    Quote Originally Posted by jamie lowes View Post
    HeliQoob updated to Chopper Mike!

    Spent far too long today wondering why Mike was so dark... recoding shaders... swearing... then the sudden realisation that he wasn't in my 'NoShadow' layer...!!

    Click pic for video...


    I'll add some 'game' to it as soon as I can.
    Love design.


  10. Posts
    145


    A bit dark, but showing the inventory system in action.


  11. Posts
    575
    Just uploaded a new update video of my survival sandbox game:



    I recommend watching it in 720p with a bigger screen


  12. Posts
    329
    some terrain stuff without normal mapping



  13. Posts
    145
    Quote Originally Posted by FlorianSchmoldt View Post
    some terrain stuff without normal mapping

    I love it.Very nice work.
    Bye

  14. Pocket Artist
    Location
    Romania
    Posts
    363
    Quote Originally Posted by FlorianSchmoldt View Post
    some terrain stuff without normal mapping


    That's awesome!Also,how large is the terrain?

    Is that made with the Unity terrain or did you use an external program?
    Asset Store Content Packs

    NEW! UPDATED VERSION
    Medieval Lightsources Pack v2.0
    __________________________________________________ ________________

    Portofolio:
    My portofolio 3D Artist
    __________________________________________________ ________________

    New To UNITY?Orient yourself now!
    Learn UNITY!


  15. Location
    Uruguay
    Posts
    2,425
    @freefall8: They look perfect!!
    HEY!... Visit dogzer's Assets Store (;っ˘▽˘)っ (Characters & more)

    Oh, and my Google Plus.
    It has news and stuff! (About games of course)

    "A nerd's work is never done....." (҂⌣̀_⌣́)


  16. Posts
    329
    Quote Originally Posted by Thunderent View Post
    That's awesome!Also,how large is the terrain?

    Is that made with the Unity terrain or did you use an external program?
    Thanks Glad you like it

    Its 8000 x 8000m and uses unitys terrain system.
    The heightmap was done with geocontrol2
    I've modified the splat map via Syanyde's "terrain edge".
    Great tool btw A couple uf bugs but still lots of great features.

  17. Administrator



    Location
    London, UK
    Posts
    3,308
    Flippin' super sweet! Nice balance of light and color.

    Quote Originally Posted by FlorianSchmoldt View Post
    some terrain stuff without normal mapping



  18. Location
    England
    Posts
    32
    @FlorianSchmoldt - that looks lovely!

    How fast does it run?


  19. Posts
    329
    Thanks a lot Little Angel !

    Quote Originally Posted by jamie lowes View Post
    @FlorianSchmoldt - that looks lovely!

    How fast does it run?
    Runs quiete nice. I guess thats the lack of NORMAL MAPS ON TERRAINS !!! :P

    srsly, Unitys terrain is very scaleable. Especially with its dynamic tesselation. I've got most of the information in my "single lightmaps" Ambient Occlusion, GI, LightShadow etc...this way it doesn't hurt to switch to a lower poly density. The realtime shadow range is pretty short as well.
    Just 1 splat map, 4 Textures, no tri-planar or normal hacks.
    There's lots of post processing going on but I guess the only bottleneck is the quality ssao, which is needed to visually glue the grass to the ground.

    Except the road and soldier, there are currently no other meshes/shaders in the scene so its hard to compare it with other titles.
    Right now I'm around 50fps in 1600x1200 4xmultisampling on a gtx460.

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