Discussion in 'Works In Progress' started by cupsster, Jan 2, 2012.
And from Dead Within my friend Lefteris has started coloring some concept art:
Nice spread of work Koyima, I especially like the dragon. I was lucky enough to work on the Spyro franchise a few years back and would have loved it if they had taken the art direction for the current platforms to something more like what you have done. The nurse is just plain scary. beautiful layering of textures in the washes.
no feedback for my Sci fi models
suggestions, critisim etc.?
Your lighthouse scene is beautiful!
Though the path out seems a bit ambient.
I like the one on the boards.
I'm sure I've seen them and liked them but didn't comment, now I can't find them.
Another try then If you rightclick it and open it in a new tab you can have a closer look btw.
This whole world generation thing is coming along pretty well!
Very nice work here.
I myself have been working on an FPS Zombie Game. I'm so original. I have some very very unique ideas for the game though.
While working on it, I came to one conclusion:
Game Dev tutorials are useless, for the most part. At least for Unity.
I did go through many many tutorials learning unity and all of that, but I am still not a pro. But working on this game for 2 weeks, I have learned alot more than I ever have watching many unity tutorials. As long as you have the script reference and a bit of coding background, you can get alot out of unity.
I am freaking AMAZED at how simple the pathfinding system is. I did not think it was going to be like this, at all. I love unity!
Share us your ways MrDuskling.. I'd like to know how to do pathfinding
Well, I just deconstructed the navMesh demo.
go here, http://unity3d.com/unity/preview/download and then look under the 3.5 download, you will see additional downloads.Just download the navMesh demo, open it in unity 3.5 pro, and lookat the demo scene. All you need is the actor script and a baked navmesh and you are good.
Haha well, I have been making games that are beyond my capability (by myself) so I decided this would be a great one to actually sit down and play around with, and hopefully ACTUALLY finish it
I guess it's just hard to choose one thing to do
EDIT: And the only thing I could never do is scripting haha, I'v tried countless times to study it and understand it, but I fail every time
Does anyone know a really good site that would teach you about "Unity JS"? Or is C# better to learn?
I do understand more java than C# so far however...
They are a bit crazy, but their videos will start you on the path to developing games. Then you may want to read a Unity3D book. or just skip tornadotwins altogether and go straight to the book, which I reccomend. Also, check the Learning section of the forum. There is always stuff being added.
Oh wait, I forgot. There is walkerbrothers.
If you watch these videos, you will learn unity java script fast and efficient. They are amazing videos. I highly recommend watching them instead of anything else.
I still think learning from experience is the best, but you need to learn the language a bit till you can do that.
i hear nowadays you have to pay for the assets in the tornado twins, wich if i may is a real shitter lucky for me i watched them ages ago but had to wait whal they made new ones
thanks so much Don Gray
At the moment, we totally scrapped the futuristic idea and went for the retro theme that you and a couple of other lovely individuals confirmed
Trying to bring in the control scheme to the actual device and then tackle some weird batman like text popup effects
Sweet journey so far, unfortunately I'm back to work with my kiddies again, so dev time is kinda limited to the weekends, once more :/
They remind me of a game, but I can't for the life of me think which one! lol
But they do look very nice, especially the console
Caught on by other project - need holidays again
Btw, I've been using the pomodoro-technique for a couple of days and so far it's a blast. Now I need the actual tomatoe clock and I'll be superproductive (NOT )
May I make a suggestion? Where it says "Dookie Double", you should reverse it to "Double Dookie"
It just flows alot better. But the game looks great!
hrhr, I can not forward that to the programmer, cause I reversed his original wording and said that it was better that way - foolish me.
Damn, I was wrong as a non native speaker, obviously
Alright alright, I'll change it all back up !
Also mocked up a new level with the rocks, we've actually decided on
Game still needs a name. RoboDash best as of yet..
Looks great! I love the style.
Reminds me of fable
Another screenshot of my Timesplitters (MP splitscreen) inspired FPS:
if they remind you of a game it is a good sign for me thanks
It may be the effect you're going for, the way your lighting is set up, but you have some weird shadows. Could be just me If that's the case I'm very sorry.
If not however, I'm not sure about other modeling programs, but if your're using blender add an "Edge Split" modifier and it will get rid of the weird shadows...
The houses looking amazing by the way.
Ah, TimeSplitters! I used to play that game a lot on my Xbox that I had, then switched to a PS3... Very fun game indeed though! I would have to say your map is coming along very well for the game that inspired you!
I had the "TimeSplitters Future Perfect" version, I loved the characters that were on there Especially their little sayings they said once you picked them...
That is weird shading caused by blenders smooth you shouldn't smooth your object nor to use the "Edge Split" modifier as its add more vertices just let unity auto-smooth it.
Here is the second render of my Favela shop thing,this time rendered in unity how does it look now?
Looks very good.
Does anyone know when they added AO baking into beast for indie unity because I noticed it only in 3.5V?
That never worked for me I either had to do "Edge Split" of go into Unity's import settings and do "Re-Calculate Normals" in order for it to look good.
But that's just me It could be just my problem :/
ivanzu, you know that the unity "auto-smooth" also double every vert it splits?
I'm not an artist but today I decided to try some 3D modeling, so here is the beginning of my wheelbarrow !
I'm borrowing textures from another game for this, but I wanted to learn how to do texture projections. It's annoying that there isn't a built in shader for it, and I don't even really understand the one I am using. But the effect looks decent enough.
My blizzard contest entry :]
Nah, any split in surface, normals or UVs means two vertices are created. Doesn't matter if you do it yourself or let it happen automatically.
So you might want to do it in your 3D program where you have full control over it.
Very neat textures ! what kind of brushes do you use ?
Yep, these are the ones I thought you were talking about.
My first thought when I saw them was they are quite nice.
Looking at the computer console I was comparing it to the ones I have created in my game and thought it was much more
sci-fi looking, though mine aren't meant to be too polished or advanced.
I think they all invoke a techno feeling and would look great in a similar environment
and I also like the little details such as handles, panels, bevels and grooves.
They would work well mixing and matching them around a scene and not seem too repetitive.
The camera view seems a little skewed/distorted or maybe it's just me.
Thanks for posting them again for me, I looked for several minutes and didn't find them,
maybe they were further back that I thought.
Have you tried using only the rock texture on the support rocks, without the blue siding?
Just thought it would be worth a try to see if you like it.
I don't even know if I'd like it but think if it was my game I'd at least see how it looks.
The blue siding seems to define where the player can go and seems kind of out of context on the side of rocks where the player can't go.
Trying to learn some hand painted metal stuff for my game.
How does it look?
Looks good but you should post a PNG or the format that your textures are and maby when you practice use the texture size the final thing will be as its good to work with the constraints you will face.
@DonGray, yup that will be exactly what we'll be doing. If you look closely the texture doesn't even tile around the horizontal rocks, since it was superrushed to show. I basically tried to campaign for how the level should/could be made up, since it was a tough discussion to move the sci-fi-platforms aside for this first environment
@MrDuskling for me I can only see the bottom part, really, because the rest seems superdark, so it's hard to judge
I think it's been in there since they added beast (It was definitely in 3.3). GI is the only real lighting option missing from indie as far as i remember.
I'm working on a little game. Textures are just placeholders btw.
As you may see, I have no clue how to make or find a shader to move the lava like the unity water.
It was a very valid critic.
Something went wrong when I decided to use a batch exporter script to export all of the house parts (it's a construction kit), so all of the normals went smooth somehow.
Did the exports manually again and it looks much better now:
Awesome much better!
Actually dusted off TS:FP for research (glad I kept my original PS3 that can still play PS2 games), I'm trying to find TS2 also. I have heard they're making a Timesplitters 4, which would instantly tank any progress on my own game hehe.