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

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

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  1. dogzerx2

    dogzerx2

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    More info please!!

    <--- intrigued
  2. Farfarer

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    Nah, what you say is only true if you're going for 100% dynamic, shader-driven lighting.

    If you're hand-painting stuff, you can do what you like. Infact, putting a little hint towards lighting is probably a better idea than leaving it out completely.

    You'd still be best to keep it to old-school diffuse-only lighting techniques i.e. Pick one or two points for the lightsource and be consistent across all your models with that lightsource - commonly a white or light blue light directly above and slightly in front of the model.
  3. dogzerx2

    dogzerx2

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  4. Don Gray

    Don Gray

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    Ok, player commissioned to find Lucius about whom the story is basically about,
    going from level to level finding more information about events that have brought about the present circumstances
    and why Lucius hasn't been heard from. He is a favored adopted son of one of the leaders.
    You will have to find clues for solving some puzzles such as combination locks, starting computer programs, vehicles
    and other machinery. First you go to pick up your robot persona, finding the area pillaged by panicking employees and others trying to protect themselves from whatever
    it is that has caused the "desolation", as it is referred to by the general population.
    All they know is many have strangely disappeared and they don't know why, which is why you were sent to retrieve the robot for yourself in the first place,
    there isn't enough information to know whether people are safe out in the open.
    Once you have moved on from this level you go to a place where a power plant is a dominate feature of the landscape.
    You explore Lucius' private dwellings and discover he has been hiding families identified with some sort of governmental resistance from the military,
    also that he was sent by the council to restart the power station that was decommissioned at some point in the past.
    The army was there to keep the power station from being tampered with by the resistance.
    More on this level but not going into it here.
    Once you've completed the level you move on to the Train Station where you see more of the contrast between the party line and the opposition,
    discovering that Lucius is more involved than may have been evident sooner. You go through solving some (epic) puzzles and then end (the level) at the Museum
    where Lucius was assigned as curator by the council as his career.
    Move through the level (too many things to talk about), and find your travels lead to the place where Lucius grew up and discover that major changes happened there,
    including an involuntary move of the entire village to a platform under a massive "sanctuary" where there has been a dominance over the people by corrupt priests,
    though a few genuine leaders are restoring true worship.
    After completing this level you end at the final stage where you learn more of the council and solve a number of mysteries, though perhaps not all.

    [​IMG]
    Last edited: Jan 4, 2012
  5. Don Gray

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    Yeah, nice!
    Maybe a bit too self-illuminated for my taste, but still nice.
  6. Acumen

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    Thank you very much. Now I know a lot more about the story, but how will it play like ?
    Myst in prerendered steps ? Free Movement ? First person as seeming on the screenshots ?
    Glad you opened up !
  7. Don Gray

    Don Gray

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    Definitely free movement, first person.
    Thanks for asking!

    :)
  8. Salim

    Salim

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  9. Don Gray

    Don Gray

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  10. Dennis_eA

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    hey there :)

    doing some high-poly stuff so I can make some nice renders and also use it to make a mid-poly version for the game menu. (in-game there will be a low-poly version, see last screenshot)
    game title is 'Pocket Gymkhana' !

    cheers :eek:

    [​IMG]
    [​IMG]
    [​IMG]
  11. Don Gray

    Don Gray

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    Nice lines in your sketch renders!
    Cool, even tread marks in the ground!
  12. Dennis_eA

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    hey, thanks!

    yeah... I am using Trial Renderer for the skidmarks :)
  13. Salim

    Salim

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    I like the style, reminds me of micro machines. This can be a very fun game!
  14. Dennis_eA

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    Thanks ! :) I thought about RC-cars or (as you pointed out) MM-like-cars... but I will stick with 'realism' I think.
    I am aiming for the look and feel you get from Ken Block's videos.. and I think on this way I can reach the most potentional players!

    I will try my best!

    Salim, I really LOVE the mood (lightning, fog, modeling/style) in your screens above.
    I will follow your project :)
    Last edited: Jan 4, 2012
  15. Don Gray

    Don Gray

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    What effects do you think should be used?
    Thanks for your ideas! :)
  16. Neptune_Imaging

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    Here is my post again (damn internet)... and this time, I've decided to work on the visual damage on my new character... kinda not sure how far I should take this one... basically, I want him to look so jacked up over the course of the fight that you don't want to look at his nasty face. There is still more to go, bit I am giving you an idea of what I am going for. I am thinking of taking DMG 3 even further... I was looking at a photo of a injury after an MMA fight (not showing it here), and it was so gruesome... anyway, to the images...

    I still need to vary the damage on the clothing a bit...wasn't sure how I could damage up the clothes other than making them dirty...and i will definitely add some blood drops on the medallion... and scar up the hands a bit. (Played MK over the weekend got me the idea, but not at that level. Keeping it somewhat realistic)

    From left to right: Clean, Damage Level 1, Damage Level 2, Damage Level 3.

    $Facial Damage.jpg

    Once I learn how to script (using Antares, evaluating uScript). i want to basically swap out the Clean shaders for a damaged one based on physical damage (like after 20 hits, switch to a new damage level, and after 20 more hits, switch to level 2, etc). Enjoy.

    Attached Files:

  17. ivanzu

    ivanzu

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    Looking good Neptune!
    Wooden Barrel
    Poly:108
    UV:512x512,Color&Normal
    $barrel1.png
  18. Micah_Rogers

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    @ivanzu: can I throw a fork at you?
    It amazes me that the person that made that dock also made that barrel. I say this because its the same color wood.
    Yes it looks good, well done. But it would look soooo much better with some color diffrence (not to hard to change) and that is within each plank aswell. I know that its hand painted style... but even the style uses some realism. So change it up :)

    Edit:
    heres abit of what i mean, spent a few minutes on it but wanted to keep your look.

    [​IMG]

    Micah
    Last edited: Jan 4, 2012
  19. magomigo

    magomigo

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    Hi guys!
    these are some initial screenshot of "Racing Xperience" my actual WIP project. It will feature motorbike simulation competition and more at least in my mind actually.
    Currently running there are only some test scripts and some render test scenes featuring tracks created by modders on the web for rFactor (I'm mainly a coder...and actually the only one involved in the development of the project) and converted for unity use.
    Hope to find some good graphics partner in the future ;) ...but for now...hope you like.

    Bye

    $RX-04.png

    $RX-11.png

    $RX-02.png

    $RX-01.png
  20. Don Gray

    Don Gray

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    I think the graphics look good though the clouds seem pretty blown out.
  21. ivanzu

    ivanzu

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    Nice suggestion,what did you do to achieve this look?
    Last edited: Jan 4, 2012
  22. Fishman92

    Fishman92

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  23. Kyle@Itzy

    Kyle@Itzy

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  24. MariuszKowalczyk

    MariuszKowalczyk

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  25. Don Gray

    Don Gray

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  26. Yuu Interactive

    Yuu Interactive

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  27. MariuszKowalczyk

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    I am not sure if I understand your question. The ship and the ball always have the same Y coordinate. You can only control the ship horizontally.
  28. holyjewsus

    holyjewsus

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    [​IMG]

    [​IMG]

    Some architectural Design and Viz work for a friend's place.
  29. TylerPerry

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    Im working on a new forum icon and a barrel :D but i dont know i think the forum icon is to much to much crammed into to little space? another one i was thinking of is the air ship, with the sprite inside and trees on the top the whole thing will be sitting on the table :D but cant decide.

    $Barrelmesh.png $IconForum.png $IconForumlines.png
  30. Neptune_Imaging

    Neptune_Imaging

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    After seeing the awesome look of the Marmoset renders that Janpec uploads, I figure I would give it a try... here are my models rendered in Marmoset... Makes me wish I had Unity Pro to do skin shaders... :)... I think for portfolio presentations, I will definitely use this...

    Attached Files:

  31. TylerPerry

    TylerPerry

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    This is a quick picture of a possible new icon:

    $Iconblimp.png
  32. galent

    galent

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    My first reasonable (read: I'm not ashamed of) organic model I've managed to achieve (albeit, it needs a severe poly and vert count reduction, but still)... What do you think?

    Cheers,

    Galen

    Attached Files:

  33. Ben Massey

    Ben Massey

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    Inspired by halo :)
    [​IMG]

    Simple texture change and.. Wolla.
    [​IMG]

    You be dissing on my style and you get this.. :p
    [​IMG]
    Last edited: Jan 5, 2012
  34. TonyNowak

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    Love that rifle, a sharper look would be nice and some scratches and whatnot.
    Love the hand painted stuff tho.
  35. rik338

    rik338

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    Do it, airships are pretty awesome!
  36. Blacklight

    Blacklight

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    Very nice. Kind of reminds me of Warsoup.
  37. Adam Buckner

    Adam Buckner

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  38. Don Gray

    Don Gray

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    Oh, ok, I thought the player had to match the vertical level of the returning ball and didn't see how the player could accurately determine what that was from the angle.
  39. gioworks

    gioworks

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    Just finished mana,exp,health and leveling system. I removed actionbar, i want to remake it.
    Here new screen :)

    [​IMG]
  40. rik338

    rik338

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    GIOWorks, maybe you wanna do something with the lightning since the tree's seem weird from 1 side.
  41. gioworks

    gioworks

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  42. Pixelstudio_nl

    Pixelstudio_nl

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  43. Farfarer

    Farfarer

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    You don't need Unity Pro to make a good skin shader.

    You can implement pretty much anything you need in Unity Basic. Check out Penner's Pre-Integrated Skin Shading slides, you can do everything there with Unity Basic (just that you don't get shadows).
  44. gioworks

    gioworks

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    Nice thank you , didnt noticed that one
    Does it come with unity indie version?
  45. Adam Buckner

    Adam Buckner

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    To do both ground fog effectively and make it seamless to the horizon, I would suggest some sort of physical plane and a sky box with the lower color texture of the "walls matching that "ground'cloud" plane and then blend the seams with global Unity fog that has a large start distance and a larger end distance.

    That's how I achieved this feeling:

    [​IMG]

    If you remind me, and need it, when I get home I can post the fog settings.

    If you want the "ground'fog" plane to feel more foggy, you might need a few layers of semi transparent material and perhaps a simple particle system.
  46. Neptune_Imaging

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    I'll look into this... :)

    EDIT: Actually, where could I find this?

    SECOND EDIT: Found it... but if I do a skin shader, I need to be able to do it in SSE
    Last edited: Jan 5, 2012
  47. Farfarer

    Farfarer

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    http://advances.realtimerendering.c... Advances in Real-Time Rendering Course).pptx

    This is the version of it I put together. It doesn't have the shadow penumbra stuff because that's way above my head in terms of complexity... but if you're not on Pro it doesn't matter anyway.

    Comment/uncomment the relevant parts if you want to use a curvature map or shader-derived curvature. You can bake out curvature maps in xNormal.

    Code (csharp):
    1.  
    2. Shader "SkinShading/SkinShader" {
    3.     Properties {
    4.         _Color ("Main Color", Color) = (1,1,1,1)
    5.         _MainTex ("Diffuse (RGB)", 2D) = "white" {}
    6.         _BRDFTex ("BRDF Lookup (RGB)", 2D) = "gray" {}
    7.         _SpecMap ("Specular (R) Gloss (G)", 2D) = "gray" {}
    8.         _BumpMap ("Normal (Normal)", 2D) = "bump" {}
    9.         _CurvatureMap ("Curvature (R)", 2D) = "bump" {}
    10.         _CurvatureScale ("Curvature Scale", Float) = 0.1
    11.         _Fresnel ("Fresnel Value", Float) = 0.026
    12.     }
    13.  
    14.     SubShader {
    15.         Tags { "RenderType" = "Opaque" }
    16.    
    17.         CGPROGRAM
    18.  
    19.             struct SurfaceOutputSkin {
    20.                 fixed3 Albedo;
    21.                 fixed3 Normal;
    22.                 fixed3 NormalBlur;
    23.                 float3 NormalWorld;
    24.                 float4 PosWorld;
    25.                 fixed3 Emission;
    26.                 fixed2 Specular;
    27.                 fixed Alpha;
    28.             };
    29.  
    30.             inline float CalcFresnel (float3 viewDir, float3 h, float fresnelValue)
    31.             {
    32.                 float fresnel = 1.0 - dot(viewDir, h);
    33.                 fresnel = pow(fresnel, 5.0);
    34.                 fresnel += fresnelValue * (1.0 - fresnel);
    35.                 return fresnel;
    36.             }
    37.            
    38.             inline float CalcSpec (float spec, float specLevel, float gloss, float fresnel)
    39.             {
    40.                 return pow(spec, gloss * 128) * specLevel * fresnel;
    41.             }
    42.  
    43.             sampler2D _BRDFTex;
    44.             float _CurvatureScale, _Fresnel;
    45.             inline fixed4 LightingSkin (SurfaceOutputSkin s, fixed3 lightDir, fixed3 viewDir, fixed atten)
    46.             {
    47.                 viewDir = normalize(viewDir);
    48.                 lightDir = normalize(lightDir);
    49.                 float NdotL = dot(s.NormalBlur, lightDir) * 0.5 + 0.5;
    50.                 float3 h = normalize(lightDir + viewDir);
    51.                 float NdotH = dot(s.Normal, h);
    52.            
    53.                 /*
    54.                 // For using ddx/ddy curvature - result is faceted.
    55.                 float curvature = length(fwidth(s.NormalWorld)) / length(fwidth(s.PosWorld));
    56.                 float curvature = length(s.NormalWorld) / length(normalize(s.NormalWorld));
    57.                 curvature /= length(fwidth(s.PosWorld));
    58.                 curvature = _ProjectionParams.w;
    59.                 curvature *= _CurvatureScale;
    60.                 */
    61.                
    62.                 // For using curvature map.
    63.                 float curvature = (1 - s.Alpha.g) * _CurvatureScale;
    64.                
    65.                 float fresnel = CalcFresnel (viewDir, h, _Fresnel);
    66.                 float spec = CalcSpec ( NdotH, s.Specular.r, s.Specular.g, fresnel );
    67.            
    68.                 float shadowVal = atten;
    69.                 float3 brdf = tex2D(_BRDFTex, float2(NdotL * shadowVal, curvature)).rgb;
    70.            
    71.                 fixed4 c;
    72.                 c.rgb = (s.Albedo * brdf * _LightColor0.rgb) + (spec * _LightColor0.rgb * atten);
    73.                 c.a = s.Alpha.r;
    74.                 return c;
    75.             }
    76.  
    77.             #pragma surface surf Skin vertex:vert fullforwardshadows exclude_path:prepass
    78.             #pragma target 3.0
    79.             #pragma only_renderers d3d9
    80.  
    81.             struct Input
    82.             {
    83.                 float2 uv_MainTex;
    84.                 float3 normalWorld;
    85.                 float4 posWorld;
    86.             };
    87.  
    88.             void vert (inout appdata_full v, out Input o) {
    89.                 o.normalWorld = mul((float3x3)_Object2World, SCALED_NORMAL);
    90.                 o.posWorld = mul(_Object2World, v.vertex);
    91.             }
    92.                        
    93.             sampler2D _MainTex, _SpecularTex, _BumpMap, _CurvatureTex;
    94.            
    95.             void surf (Input IN, inout SurfaceOutputSkin o)
    96.             {
    97.                 fixed4 albedo = tex2D(_MainTex, IN.uv_MainTex);
    98.                 o.Albedo = albedo.rgb;
    99.                 o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
    100.                 o.NormalBlur = UnpackNormal(tex2Dlod(_BumpMap, float4(IN.uv_MainTex, 0, 2)));
    101.                 o.NormalWorld = IN.normalWorld;
    102.                 o.PosWorld = IN.posWorld;
    103.                 o.Alpha = float2(albedo.a, tex2D(_CurvatureTex, IN.uv_MainTex).r);
    104.                 o.Specular = tex2D(_SpecMap, IN.uv_MainTex).rg;
    105.             }
    106.         ENDCG
    107.     }
    108.     FallBack "VertexLit"
    109. }
    110.  
    Someone posted the code to generate the BRDF lookup texture here, too;
    http://altdevblogaday.com/2011/12/31/skin-shading-in-unity3d/
  48. Neptune_Imaging

    Neptune_Imaging

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    Here is some more fun... working on more damage on my models... need to do a bit more...and I manage to blend in some swelling in the normal map :). (NOTE: I DO NOT ENDORSE BEATING UP THE ELDERLY!)

    $Some more brutal goodness.png

    @Farfarer: I will check that out... my game project doesn't need skin shading, but It would be nice to have... thanks a bunch.

    EDIT: Tried to use this and my model turned pink :/
    Last edited: Jan 5, 2012
  49. gioworks

    gioworks

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    UPDATE VIDEO WARRNING LOUD MUSIC! (Sorry for that)

    Gui needs some fixes.

    New:
    *Exp
    *Hp
    *Lvl
    *Damage (Next is damage for hero, so creeps can hurt him)



  50. ivanzu

    ivanzu

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    Very good.
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