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Cool images for the Unity3d.com gallery

Discussion in 'Made With Unity' started by David-Helgason, Aug 23, 2005.

  1. warit

    warit

    Joined:
    Mar 4, 2008
    Posts:
    52
    copy from the other post, didn't see the topic here b/f hand sorry :wink:

     
  2. gizzerd91

    gizzerd91

    Joined:
    May 4, 2008
    Posts:
    311
    Here are 5 pics from my new Lander Commander Game. Im not using Pro so it hasnt got all the cool post processing, but I like the tooney feel.

    Planet Foogle:

    Planet Shartroom:

    Planet Venus:

    Ship Customization:

    Level Select:
     
  3. chickeyton

    chickeyton

    Joined:
    Apr 22, 2008
    Posts:
    23
    Pic from our new beta ...
     

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  4. Thomas-Pasieka

    Thomas-Pasieka

    Joined:
    Sep 19, 2005
    Posts:
    2,174

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  5. podperson

    podperson

    Joined:
    Jun 6, 2006
    Posts:
    1,371
    I'm attaching some screenshots showing off the wonders of the Unity IDE rather than my content (which can't compete with tentacle horror).

    (Note -- the pictures are displayed in reverse order, sorry about that.)

    The first picture shows a maximized 3D editor view -- frozen mid-game. The lines are joining AIs to their destinations (yellow and green) and targets (red). The objects with little lines running to the XZ planes are "destinations" which the AIs look for. Being able to graphically visualize what AIs are actually "thinking" makes debugging so much easier.

    The second picture, also a maximized 3D editor view -- frozen in mid game. Here I've visualized a turret's field of fire (this turret can rotate 360° but can't elevate or depress very much. This was invaluable in debugging my turret code, and later in setting up turrets attached to warships, etc.

    The next picture, again I am debugging the AIs. I had just changed my destination selection code to avoid picking destinations that were obstructed, and rather than guess, I could simply look at a scene and tell immediately that the new code was working. Imagine trying to regression test stuff like this.

    Finally, just another shot of the Unity IDE in action. In this case, I'm flying through a scene and I notice that a building is mysteriously floating in mid-air. All my spiffy gizmos are unnecessary, but it's amazing just how much useful markup you can embed in the 3d view.

    It does make me wish that gizmo code included text drawing functionality though (as you can see my debug runtime also marks up the game view with a lot of diagnostics.
     

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  6. podperson

    podperson

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    Jun 6, 2006
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    1,371
    Oh, the final image didn't go up the first time...
     

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  7. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
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    6,899
    all done with the free trail version...
     

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  8. larsbertram1

    larsbertram1

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    just have a look
     

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  9. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
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    6,899
    that’s it
     

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  10. Joe-Robins

    Joe-Robins

    Unity Technologies

    Joined:
    Apr 21, 2008
    Posts:
    430
    I thought I may aswell post my muzzle flash prototype, now that the gun is all shiny with its normal maps etc. In this screenshot the flame looks a little distant from the gun, but thats probably down to it being 3/4 of the way though the animation loop.

    [/img]
     

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  11. lima3b

    lima3b

    Joined:
    Jun 24, 2008
    Posts:
    66
    Hey, Lots of cool images here! Here is my submission.
     

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  12. camilogomez

    camilogomez

    Joined:
    Jul 21, 2008
    Posts:
    26
    Here are some images from our game.
    Hope you like them.

    Cheers.







    You can give it a go at www.cloudwitch.com
     
  13. noradninja

    noradninja

    Joined:
    Nov 12, 2007
    Posts:
    420
    First screenshots for the game we are finishing up for the iPhone...we have been amazed by what that little puppy can do!


     
  14. Alec

    Alec

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    Mar 11, 2008
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    1,330


    from my shenanigans...
     
  15. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Fooling around with Unity Indie a little ....




    I love this program :D
     
  16. Alec

    Alec

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    1,330
    wow thats really cool!
     
  17. RPGKHFan

    RPGKHFan

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    Dec 29, 2008
    Posts:
    51
    Check this one out.
     

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  18. capnbubs

    capnbubs

    Joined:
    Jan 26, 2009
    Posts:
    85
    WIP Screenshot of a game I'm working on titled Blue Galaxy.

    I thought it was looking good enough to post in here now :)
     

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  19. Obscurity

    Obscurity

    Joined:
    Nov 13, 2007
    Posts:
    203
    Here's one from my normal/spec test on an un-rigged creature for my neglected apartment project.

    I call it "Eat toast!"
     

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  20. jamie

    jamie

    Joined:
    May 25, 2005
    Posts:
    178
    That's nice. That creature looks very H.P. Lovecraft to me.
     
  21. Obscurity

    Obscurity

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    Nov 13, 2007
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  22. Quietus2

    Quietus2

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    2,058
  23. acecel

    acecel

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    Feb 13, 2009
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    29
    Two exemples of what we are working on (it was only for a demo and i know there is still some bugs..)


     
  24. CallToAdventure

    CallToAdventure

    Joined:
    Apr 5, 2009
    Posts:
    159
    I have another thread for this project but I'll post a few shots as I progress here too. Made in a bit over a week (i got hooked on scripts, otherwise should've been done);

    Basically it's a gameplay test level using scripting (triggers) and physics to complete a simple task.










    Webplayer
     
  25. MrPenguin

    MrPenguin

    Joined:
    Dec 30, 2008
    Posts:
    70
    Some screens from my WIP:





     
  26. stefmen

    stefmen

    Joined:
    Apr 14, 2009
    Posts:
    791
    here some screenshots of my latest game ToxicCity 8)







     
  27. umbrellaBuddha

    umbrellaBuddha

    Joined:
    Oct 10, 2008
    Posts:
    19
    I would be thrilled to be in your gallery. Here's my current project, a colorful fantasy world in Unity.
     

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  28. Alec

    Alec

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    Mar 11, 2008
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    1,330
    That looks incredible Jacob!!!!!!!!!!!
     
  29. Gray

    Gray

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    Dec 9, 2008
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    34
    That is a great looking environment.
     
  30. Jonny-Ree

    Jonny-Ree

    Joined:
    Aug 15, 2009
    Posts:
    22
    Jacob: You've got some fantastic atmosphere going there. Very well done.

    I was just introduced to unity by a client of mine, I downloaded the trail version and I've been hocked playing with it all day. I'm just an artist, so I just did a mock up. Started with a blank canvas and imported some of my models as well as creating some new stuff. Playing with particles etc. As an artist this is probably the best pipeline I've used. Changes done on the fly and updated. Fantastic.



     
  31. Alec

    Alec

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    1,330
    whoahhhh.....
     
  32. Renzokuken

    Renzokuken

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    Jul 17, 2009
    Posts:
    26
    Wow, I'm wayyy more amateur than you (self taught) 8) where d you study?

    now my conclusion (cheeky as it may be0 : IF only other game producers put as much detail in games as yourself.
     
  33. Graphicalgeek

    Graphicalgeek

    Joined:
    May 14, 2009
    Posts:
    218
    Thought I'd throw some shots up of Revolt.



     
  34. magwo

    magwo

    Joined:
    May 20, 2009
    Posts:
    402
    Some heli action! Pew pew.
     

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  35. RocketeerGames

    RocketeerGames

    Joined:
    Nov 11, 2008
    Posts:
    160
  36. Alec

    Alec

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    Ah christ......... spam.
     
  37. Alec

    Alec

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    spam again, lovely.
     
  38. Dakta

    Dakta

    Joined:
    Apr 8, 2008
    Posts:
    492
    Dude, get that spam outta you're messages. It's not polite AT ALL.
     
  39. andeeeee

    andeeeee

    Joined:
    Jul 19, 2005
    Posts:
    8,768
    Just to mention, people - if you find spam posts, it's much better to PM me a link to the thread rather than write a post about it.
     
  40. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    I recently finished an Architectural Visualization. It can be found at http://www.lazyant.nl/virtual3d/

    3 screenshots up and the unity file that you can go through. I hope it meets the quality requirements. Especially considering the effort that went into the quality of the lightmaps!
     
  41. Nokashy

    Nokashy

    Joined:
    Mar 5, 2009
    Posts:
    21
    Unity Engine - Scene rendering.
     
  42. baha

    baha

    Joined:
    Nov 2, 2009
    Posts:
    622
    this is a screenshot from a virtual shopping store we are working on

    [/img]
     
  43. deram_scholzara

    deram_scholzara

    Joined:
    Aug 26, 2005
    Posts:
    1,043
    Running some visual test with Unity Pro before I decide whether or not I should buy it.
     

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  44. bigkahuna

    bigkahuna

    Joined:
    Apr 30, 2006
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    5,434
    Nice, I'm guessing this means you bought it, right? ;)

    How did you do the "God rays" in the background? They came out better than any I've done.
     
  45. deram_scholzara

    deram_scholzara

    Joined:
    Aug 26, 2005
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    it's just a bitmap texture on a slightly curved and very slightly tapered plane. Set to the particle effect soft additive shader. That and careful placement.
     
  46. bigkahuna

    bigkahuna

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    Apr 30, 2006
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    5,434
    It came out very nicely. Now off to give your webplayer a spin... :)
     
  47. acecel

    acecel

    Joined:
    Feb 13, 2009
    Posts:
    29
    Another demo scene
     
  48. Deleted User

    Deleted User

    Guest

    Some texturing that I've done for our RSU3D (Runescape with unity3d) project. Aiming to get it much better quality than this, tho.




    Textured wooden house. Some parts are still blurry (especially columns), trying to re uvmap it.




    @Nokashy - How did you do that Unity real time render? :eek:
     
  49. Kragh

    Kragh

    Joined:
    Jan 22, 2008
    Posts:
    657
    EDIT: I have decided to remove the picture, as it was too much work in progress to actually be deserving of a place in here...
    I will post on a later notice.
     
  50. KaelisAsur

    KaelisAsur

    Joined:
    Apr 9, 2009
    Posts:
    361
    Lovely.

    I like how youve managed to achieve relative realism and polish with low-definition graphics.

    A small nitpick, though: The trees repeat too much, ie. its visible that theyre the same model.