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Nuts and Bolts Racing - Android

Discussion in 'Made With Unity' started by warmaha, Feb 5, 2016.

  1. warmaha

    warmaha

    Joined:
    Mar 17, 2014
    Posts:
    5
    This is first game from my one-man game development team.



    Everyone who has access to Android phone or tablet, time to go full nuts and Vrooom! :)
    https://play.google.com/store/apps/details?id=com.ottermonk.nutsandboltsracing

    It's free to play, uses Unity Ads and IAP, if someone interested about things like that.

    Some pictures also available, without google play store beta sign-in, from page
    http://ottermonk.fi/

    There is now youtube video available


    Drive carefully! :rolleyes:

    Edit : Video link added.
     
    Last edited: Feb 8, 2016
  2. warmaha

    warmaha

    Joined:
    Mar 17, 2014
    Posts:
    5
    Tracks are created with editor that I made with Unity.

    Track generator uses some 3D models which I created with Modo3D, like starting area for example, but biggest part of track meshes are generated at runtime in Unity with scripts.

    Example #1 Checkpoint model are in Modo3D


    Example #2 Very short (not in final game) test track generated runtime by Unity, shown in Unity editor.
     
  3. warmaha

    warmaha

    Joined:
    Mar 17, 2014
    Posts:
    5
    Skyboxes, like that desert in that Unity editor screenshot is created with World Machine and rendered with Terragen.

    Example #3 World Machine terrain generation


    Example #4 Terragen default view for one of the in game skyboxes
     
  4. warmaha

    warmaha

    Joined:
    Mar 17, 2014
    Posts:
    5
    And one post more. About textures. I'm more engineer than graphic artist, so I liked to use Substance Designer for most texturing. I think pretty much every texture on top of 3D models has gone thru Substance Designer program at some point.

    Some other programs that I used to create textures and 2D graphics was Modo3D :eek:, Illustrator :confused:, Photoshop ;), Filter Forge :rolleyes: ...

    Example #5 Car texturing inside Substance designer


    If substances would work better and faster on low-end Android devices, I could use those to create textures at runtime, with many different parameters. Maybe somewhere in future... But currently, I don't think it's right way to go, so I did not use runtime generated substance textures.

    Hopefully someone finds these interesting...