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Small WIPs that do not need their own thread (2012)

Discussion in 'Works In Progress - Archive' started by cupsster, Jan 2, 2012.

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  1. marcos

    marcos

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    Had my eye on this too, looks so nice :D
     
  2. Acumen

    Acumen

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    hehe, that looks sooo saaaweet osmant ! The colors of each asset work together really well.
     
  3. jessee03

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  4. Dennis_eA

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    Made some containers. :)
    Working on all my assets right now

     
  5. TylerPerry

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    Not unity related in the slightest but I’ve been working on designing an all in one pc, do you think that having a vertical display would work ? as in this design the screen would not be able to tilt back and forth.

    What do you think of the shape of the design so far?

    $ALLIN1design2.png

    $ALLIN1design4.png

    $ALLIN1design.png
     
  6. Adam-Buckner

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    I think the screen will need to tilt. People need to customize that at least a little bit unless it's in some sort of installation...

    But you could use the shape as a frame:


    Pivot along the red line...
     
  7. Don-Gray

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    Lookin' good to me!
    I think the pale blue sky in the game area is keeping the 50s feel for me.
     
  8. Farfarer

    Farfarer

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    Biiiig image (sorry)!

    Been working on this for some months now, getting the actual game mechanics and such in place. It's starting to come together to the point where it's feeling like a game and not a disparate mess of bits and pieces.

    Target is Android and Web at the moment (iOS if I ever get around to owning a Mac and iOS device). I'm trying to engineer it so it'll work on both mobile and desktop platforms without splitting it off to two (or three) projects.

     
  9. Adam-Buckner

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    You should be able to do this with conditional definitions in your code. I'm on he road right now, but they are in the docs! Things like #if UNITY_IPHONE or #if UNITY_WEBPLAYER. The only confusing part is that these are triggered by the build target, so #if UNITY_IPHONE will trigger in the editor if you are targeting iOS. Oddly UNITY_EDITOR is not part of the build target enum. To protect iOS code, you will need to use #if UNITY_IPHONE !UNITY_EDITOR otherwise when you are in the editor targeting iOS, you'll be stuck with touches.
     
  10. Farfarer

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    Yeah, I've got most of that sorted out, ta :)

    Using Application.platform though.

    I've not split all the code out using defines, there's no real need. All interaction can be done with just taps and long taps+drags (or clicks and long click+drags if on Desktop). Platform-specific stuff just gets stuck on top (i.e. Desktop and Android can hit Escape key to get to menu, iOS can't and will have to use an in-game button).
     
  11. Adam-Buckner

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    (^_^) Gotcha!
     
  12. NomadKing

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    The art style screams Grim Fandango to me :)
     
  13. dogzerx2

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    Whoa, I even thought it was a Grim Fandango remake, which I thought it's great idea (providing someone had permission to do that)! The art style is really appealing nevertheless!
     
  14. Farfarer

    Farfarer

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    Heh, the original character concepts are by my friend Tom. He was inspired by some Dia de los Muertos figurines his parents brought him back from Mexico - he's never played Grim Fandango (for shame).

    So, yeah... same inspiration source but, uh, parallel evolution :p
     
  15. Ben-Massey

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    If possible leave a comment on youtube :)

     
  16. marcos

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    Looks awesome Farfarer!

    Here's a sculpt I'm working on, having a rest from low poly for a day or two. Trying to improve my abilities of capturing likeness

     
  17. NomadKing

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    A happy coincidence then! :)

    On a side note, Parallel Evolution would be a great name for a games studio lol
     
  18. Creativita

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    @Ben4Views, Your work looks spectacular

    @marcos, the realism of your model is amazing. It can't be a coincidence that you're Australian

    The worst thing about this thread is that if you find something you like your comment will probably appear ten pages later. The amount of activity is incredible, as is the quality of the work being showcased
     
  19. TylerPerry

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    It used to be way better :( its been forgoton sence its been stickied.
     
  20. gioworks

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    I got my new tablet (first time ever) here is my first work. I need more training to get used to it.

     
  21. janpec

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    Marcos i dont want to be pain in the ass, but if you could make eyes a little more sphery that would be great:D
    Really nice sculpt, it doesnt need any higher resolution version at all.
     
  22. marcos

    marcos

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    Thank you kindly, Happy Australia Day, mate! :p
    Hopefully we can beat the 200 page thread from 2011 haha

    haha thanks! I just saw this, did a little bit of work in that area, it's still a bit rough though.

    Also I kind of went and subdivided it again..

     
  23. tgio

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  24. koen.pis

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    24 hours, a Terrain Shader Maraton (as a shader newby ...)
    We need: normal, specular, ambient and ... oh diffuse ofc ... makes sens.

    Ready Set go ...

    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.Detail.png


    Wtf moments on diffident terrain ...
    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.Wtf1.png
    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.Wtf.2.png

    Back to my favoritt, Final Result ...

    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.Extra.Detail.01.png
    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.Extra.Detail.02.png


    Still needs some tweaking on some normal maps but hey I need sleep.

    Side note, there the same terrains, same textures, just diffident shaders and lighting ... no Lightmaps where used.

    Credit where credit is deu, original terrains and textures come from asset store:
    http://u3d.as/content/michael-o-/landscapes-part-1/2rG
    http://u3d.as/content/michael-o-/landscapes-part-2/2rH
     
    Last edited: Jan 26, 2012
  25. Adam-Buckner

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    keon.pis: If you change the tags in your post from "url" to "img" they will display here and people won't need to click to see them.
     
  26. koen.pis

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    I guess I shouldn't be lazy when posting on forums, re-sized 2 of em for people that are just as lazy as me right now. thx for hint :)
     
  27. Adam-Buckner

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    The forum will resize the image to the max width of the frame, so you don't have to resize huge files. There is the d/l time, but it would be the same for the link!
     
  28. Swearsoft

    Swearsoft

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    Looks pretty good. What are the specs (what does the shader support)?
     
  29. HolBol

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    Being modelling high-poly for a change. This is a fish, that is going to star in a series of 30 second short films. His name is Larry.



    He'll be accompanied by other aquatic creatures too, doing some silly things!
     
  30. Farfarer

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    Marcos... who's it supposed to be a likeness of?
     
  31. Ben-Massey

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    Its a bit annoying how everyone is comparing my latest work with my rpg, i thought you guys would know how hard it is to make a game at that scale. Anyway, here is a pistol ive been working on (modelled from a single cube), Textures just a placeholder.
     
    Last edited: Jan 27, 2012
  32. Adam-Buckner

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    And you made it SIGNIFICANTLY farther than most people. RPGs are asset hogs alone, much less the system's coding side.

    I think you've done a great job. And I bet you learned a lot too!

    I did my fRPG attempt, and it was great and I will get back to it, but it's so exhausting.
     
  33. osmant

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    Finaly replaced my temp.model with a proper one:
    That should be the last model that I had to do, now demo time!

     
  34. marcos

    marcos

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    Maynard James Keenan, the singer from Tool.



    Hopefully each time I sit down and work on it I can fix a discrepancy until I'm relatively close, still lots to do.
     
  35. isotakis

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    Hi

    My first post, and my first work in unity... I'd just like to get some feedback as I have no real experiences in 3d/game

    The project is for my graduate study, I'm creating a neighborhood in a virtual city to express a feeling of exile...

    ty:) $MainLow01.PNG
     
  36. marcos

    marcos

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    Little bit more

     
  37. uchiha007

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    A model I am re-modeling lol. Mostly for practice, but still I'll use it somehow, maybe for animation testing. I think I have improved a bit. I still can't seem to get the hands quite right tho, or the head >.<

    It's still High poly, I am missing the normals map. Also the hair and stuff
     

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  38. ivanzu

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    Cute model.
     
  39. RSid10zkek3

    RSid10zkek3

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    hrmm it reminds me abit of bender/claptrap all rolled into one!

    But very cool though.
     
  40. koen.pis

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    Atm it's a prototype shader with way to meany options and extra's in there.

    The screen shot you see is drawn in one pass with 2 splat-maps and 4 texture sets, a set has 2 textures: Diffuse + spec-ambient combo baked in to the alpha channel and a normal map). The first splat map is main control, the second one does detail + tilling correction, both are done by adjusting the size/rotation of original textures and mixing them in.

    Texture size ? Splat maps are at 2048 and everything else is at 1024, dropping some to 512 does not change allot visually but for testing a uniform size is more useful.

    Complete shader takes 4-6 splat maps and 12 texture sets in one pass, goal: the blending of terrain edges in to other terrains. Ofc those only get used if the terrain edge is inside camera view and get dynamically set when you enter terrain border area ... the wip part of things ...

    ow and fps on those screens in meaning less, v-sync is turned on. On my machine (agtx 480) it runs at +-350fps with about 250-500 draw calls being generated by the terrain system.

    ----

    Edit: just finished a other terrain ... same deal, no changes to terrain or base textures ... just adding extra maps and shader. Not happy with grass yet but it will do for now.

    Screens are only using 4 texture sets.

    Original:


    Remake:


    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.2.Original.02.png
    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.2.Remake.02.png

    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.2.Original.png
    http://dl.dropbox.com/u/23217081/Terrain.Shaders/Terrain.2.Remake.png


    Next up stitching these up and blending edges and lighting from one to other.
     
    Last edited: Jan 27, 2012
  41. dogzerx2

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    Awesome! Reminds me of the robots in Wall-E!
     
  42. stefmen

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    Just making some fall trees let me know wht you think of them :)
     
  43. ivanzu

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    Broken image.
     
  44. stefmen

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    working now?
     

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  45. jessee03

    jessee03

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    very pretty tree pack stefmen !
     
  46. HolBol

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    Nice- but ugh, I hate the american way of saying Autumn xD. Nice trees though, they look really well made.
     
  47. fivearchers

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    K11-U design coming along for Quantum Wreckers.
     
  48. Farfarer

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    Starting to see a bit of MJK now :)
     
  49. Adam-Buckner

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    I must agree with fishman, as an American....

    I'd suggest that if you are going to sell those internationally, you use "Autumn". The US audience will swallow it without a hitch and the "international" audience will prefer it.

    Trees look sah-weet.
     
  50. jessee03

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    Brand new ADOL screenshot ! Testing new effects :]

    Right click and view for larger view

     
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