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WIP Small Works Art Thread

Discussion in 'Art Assets In Progress' started by Tim-C, Jul 26, 2012.

  1. budukratok

    budukratok

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    Small piece from our oil production trainer project. Unity 5.3.4.
    Substance Designer & Substance Painter for textures:



     
    jdelaay025, marcos, 600 and 3 others like this.
  2. wm-VR

    wm-VR

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    Impressive work and on the other hand interessting to see what Unity can be used for.
     
    budukratok likes this.
  3. CrisisSystem

    CrisisSystem

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    Very cool stuff!
     
    budukratok likes this.
  4. wm-VR

    wm-VR

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    another room of my house.
    7.jpg
     
  5. redpanda

    redpanda

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    Nov 23, 2012
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    I'm working on an upcoming sci-fi pack, using lods, PBR and modular buildings/vehicles.

     
    macdude2, marcos, Whiteleaf and 2 others like this.
  6. CrisisSystem

    CrisisSystem

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    Finally got the character customization programmed to a place where I feel comfortable treating the mesh as final, so I'm going back in and adding eyes and other small finishing touches. Might have to go ahead and model a few extra hair/beard/eyebrow/clothes set so I can setup a GUI for switching between it a la character creation.




     
    nasos_333 likes this.
  7. Scanmaster_K

    Scanmaster_K

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  8. Whiteleaf

    Whiteleaf

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    Thoughts on this walk cycle?



    EDIT:

    Aww, he sure loves that hammer!



    (character for my game)
     
    Last edited: Apr 24, 2016
  9. nipoco

    nipoco

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    I think it's a good start.
    What your animation lacks is a sense of weight and it looks a bit stiff. But you can easily fix that when you let the body go a bit up and down during the walkcylce.
    See here:


    You could also let his hips and shoulders swing a bit, which makes it more natural looking.

    Maybe @theANMATOR2b can give you some more tips.

    The character with the hammer is cute.
     
    Last edited: Apr 24, 2016
    Billy4184 likes this.
  10. florianalexandru05

    florianalexandru05

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  11. looki666

    looki666

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    Last edited: Apr 25, 2016
  12. Rbn3D

    Rbn3D

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    An ArchViz project I did some time ago (but now adapted to 5.3):





     
  13. Whiteleaf

    Whiteleaf

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    Base for a knight that I just finished
     
  14. trudeaudm

    trudeaudm

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    Some progress on my game Planetes
     
    CrisisSystem and Whiteleaf like this.
  15. westwinterstudios

    westwinterstudios

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    Hey everyone! I think this qualifies as art - it is definitely progress, we (husband/wife team) just released our first game announcement trailer for our WIP game HELPLESS. If you've got a spare minute to check out we would greatly appreciate it!

     
  16. redpanda

    redpanda

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    Made some more progress on the city today.

     
  17. Billy4184

    Billy4184

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  18. marcos

    marcos

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  19. NiloBR

    NiloBR

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    Entry on Ludum Dare 35
     
  20. Kellyrayj

    Kellyrayj

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    Well done!
     
  21. Not_Sure

    Not_Sure

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    YOU DID THIS IN 48 HOURS?!!!

    WOW!

    WOW!!!
     
    Martin_H likes this.
  22. NiloBR

    NiloBR

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    That is a jam entry.... 72 hrs, and i develop the game with a friend... :)
    And this version its a bit more polished as well, the original version did not have teleport and some of the lighting fx...
     
    Martin_H likes this.
  23. Not_Sure

    Not_Sure

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    Still, very cool.
     
  24. Whiteleaf

    Whiteleaf

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    Still really impressive, I as well competed in the Ludum dare this year; although I'm not happy with my game I entered.
     
  25. CrisisSystem

    CrisisSystem

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    showing off the first non-test clothing equip

     
  26. Whiteleaf

    Whiteleaf

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    How do you go about deforming the cloak with the mesh? I can't figure it out and there haven't been any videos that have explained it very well (at least for me).
     
    CrisisSystem likes this.
  27. CrisisSystem

    CrisisSystem

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    It's low poly, so most of the cloak part under the arms have little to no vertices, so they just stretch to meet up with the verts at his side. In some extreme arm positions it will not look amazing, but the toon shader hides a lot. Idk how others have accomplished it in the past but this worked for me.

     
    Kellyrayj likes this.
  28. Tiny-Man

    Tiny-Man

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    Mar 22, 2014
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    Working on some halo armor, hope to get it into unity soon. But still got a ton left.

     
    Billy4184 likes this.
  29. Thunderent

    Thunderent

    Pocket Artist

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    Oct 8, 2010
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    Low-poly park almost done.Coming soon! ;)


     
    Bhanshee00 and Whiteleaf like this.
  30. canaljuegos32

    canaljuegos32

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    A stone fire place:

     
    Whiteleaf likes this.
  31. Lu3DLC

    Lu3DLC

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    Hi peeps!

    So,1) not sure if I'm posting this on the right thread, (but from what I've seen I think it is) 2) this is (i believe) the first time I'm posting on the unity threads for a WIP. Below you'll see a low poly package I'm working on. I plan on getting a little more put into it and then hopefully selling it on the asset store. One issue I'm running into is that the lighting isn't casting shadows. I actually noticed this issue a while back. Still trying to solve this problem with my unity (since I'm always updating the engine and playing around with the settings to get it to work. any ideas?)

    Anyway, let me know what you guys think about the work so far! Cheers,
    LP_Trail with trees and boulders.PNG
     
  32. virror

    virror

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    Nice work : )

    Make sure you have shadows enabled on your light.
    Make sure you have cast shadows enabled on your objects
    Make sure you have a decent shadow draw distance set in the quality settings
     
  33. Lu3DLC

    Lu3DLC

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    Thanks @virror! I've made sure the shadows are enabled on the directional light, cast shadows is enabled on all objects, and i've played around with the draw distance. Sadly I keep getting the same thing as you seen in the pic :/ Starting to think it's my hardware :(
     
  34. nipoco

    nipoco

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    Do you use the standard shader? Some shaders don't support shadow maps. But that are mostly toon- and unlit shaders.

    Maybe you've accidentally disabled the receive and/or cast shadows option in the mesh renderer of the objects?? Also try to switch to deferred rendering in the player settings.

    edit: Ok I just saw that Virror already suggested the same with the mesh render options and that you tried that with no success. So Nevermind.
     
  35. Lu3DLC

    Lu3DLC

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    haha no worries @nipoco it's the thought that counts right? ;)

    Yeah I am using the standard shader but can't figure out what might be causing the issue :confused:

    Oh well, gotta keep on trying right? :D
     
  36. virror

    virror

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    This might be far fetched, but make sure you have your shadow color not set to white : p
    The only other thing i could think about : )
     
  37. Lu3DLC

    Lu3DLC

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    lol nice, sadly I couldn't figure out how to change the shadow color, didn't really seem to have an option for that (besides Ambient but that wasn't it)

    oh well, I'll just keep on going with this either way, thanks guys!
     
  38. CrisisSystem

    CrisisSystem

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    More asset creation going on.. gas mask this time.
    (still a WIP)

     
    redpanda likes this.
  39. bgivenb

    bgivenb

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    I've been working on a martian environment for the past couple of days. Really liking the way this is coming along.

     
    Voltarrens, Whiteleaf and Billy4184 like this.
  40. virror

    virror

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    You are not the only one liking the way its coming a long : D
    Is this for a game, the store or just for fun?

    Edit: The rocks looks a bit shiny?
     
  41. bgivenb

    bgivenb

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    Hey thanks! I'm sprucing up my Portfolio, so this is to be a showcase piece for my portfolio. I'm thinking of adding a rover or something like that.

    Yeah looks like I need to tune down the specularity map on those rocks. I originally thought it'd look cool with bits of metalic peeking though to give it an iron ore look, sort of like this:

    But I may have overdone it a bit.

    Here's another screenshot from on top of the hill looking down:

     
    Last edited: May 6, 2016
  42. virror

    virror

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    You should really consider releasing this on the asset store, would surely give you some sales : )
    Space is hot : p
     
  43. bgivenb

    bgivenb

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    Not something I'd sell, but I did create a few low-res background pieces that I ended up not using; maybe someone could find a use for them, since I'd rather not toss them out.
    MeshComponents.png

    Download Package
     
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  44. redpanda

    redpanda

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    My environment is ready for submission. Here is a night version of it:
     
  45. bgivenb

    bgivenb

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    Sep 15, 2010
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    Man1.png

    Progress creating an explorer
     
    Last edited: May 7, 2016
  46. Elecman

    Elecman

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    May 5, 2011
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    1,369
    Here are some more offline renders of our viz-sim project, an A320 cockpit. It doesn't have any panel text yet, and the materials are really simple. It looks great in Unity too, but it still requires a lot of work.

    All geometry dimensions are measured by hand and nothing is eyeballed. Ready for VR. There is nothing like it.

    full 1.jpg

    full 2.jpg

    full 8.jpg
     
    Last edited: May 7, 2016
  47. Arkhham

    Arkhham

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    May 7, 2016
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    Almost ready to upload to Asset store, and it's also Modular environment.
    0.jpg
     
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  48. Billy4184

    Billy4184

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    Spectacular stuff, can't wait to see the final result!
     
  49. Whiteleaf

    Whiteleaf

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    Imagine all those buttons and knobs did something, that would be crazy--especially in VR.
     
  50. AlexZimich

    AlexZimich

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    Aug 8, 2009
    Posts:
    358
    Hello everyone!
    Lots of polish and a few new art pieces! Here is what we have so far:


    As for gameplay, I couldn't be happier, everything is coming along nicely
    If you notice theres a new mesh for the light soldier, a female model (its the one at the beginning)

    Im also remodelling the ship. Textures are WIP