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WIP Small Works Art Thread

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

  1. kha4lid56

    kha4lid56

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    I'm working on my new level :)
     

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  2. SuperSexySoapTurtle

    SuperSexySoapTurtle

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    Main character of my new game!

     
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  3. Thunderent

    Thunderent

    Pocket Artist

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    Update on my scene for the first-person adventure game.





     
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  4. Kellyrayj

    Kellyrayj

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    Ill be starting a new project soon. Pretty sure it will involve dancing.

    Party-Hero.gif
     
  5. e_Glyde

    e_Glyde

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    Updated my game to Unity 5
     
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  6. NomadKing

    NomadKing

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    Omg it's the Flash!
     
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  7. nipoco

    nipoco

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    Funny and smooth animation. I also like the character design.
    Did you use Spine for the animation?
     
  8. Kellyrayj

    Kellyrayj

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    Thank you! I actually used Blender. Couple bones and some planes.
     
  9. the_motionblur

    the_motionblur

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    I hear people keep saying Unity can't do good graphics out of the box. I really don't know what these people are talking about.... :D

    Test in tileable ground mesh with actual geometry instead of just tilable textures.
    Standard Material (metallic) with Substance Sample GameTexture materials for ground and rocks.
    Model entirely created in ZBrush and UVed in Modo. Baked and textured in Substance Designer. Everything else is Unity 5 out of the box or official screen effects:

     
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  10. Kellyrayj

    Kellyrayj

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    Did another one over lunch.

    DanceAnim02.gif
     
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  11. Busina

    Busina

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    I'm happy to say that we are very close to finish this pack:


    You can already test it in our demo scene right here
     
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  12. boromir6

    boromir6

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    I've been looking to achieve this exact effect. Tell me, do you stitch vertices or anything like that? My main concern with tileable geometry is that normals and lighting will look inconsistent where edges meet, or that baking will be inconsistent. The seams don't look too bad in this picture, but I was just wondering if you've had any issues with this,
     
  13. the_motionblur

    the_motionblur

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    I actually didn't over-think it all this time. I created a tileable base mesh in ZBrush with Wrap Mode modifier. The stones I've just copied and moved over by the same amount (in ZBrush moving 100 units equal 1m from Modo - so one step is actually 1cm) so that I get a tileable base sculpt.
    Then I took a quad polygon the size of one repetition, projected it (subdivided a few times, of course) on top of the tile and reduced it with decimation master.
    Actually ... my description was wrong in one thing: I did use modo to stich it together as well. That's the main trick right there: I created instance copied on all the sides and with vertex snapping enabled stitched the whole thing up around all the edges. I didn't actually merge the vertices but only snapped them together. Because the copies are instances the changes are propageted immediately and after all the vertices are on top of their neighbors the mesh tiles pretty perfectly. It's 2m x 2m in length.
    Then I just unwrapped it and made sure that all the edges are actually on the outer edges of the 1x1 UV space so the texture tiles as well.

    Baking in Substance Designer (Open GL tangent space) produces Unity compatible normal maps. The rest is just the usual workflow just like a plane.

    If you have further questions - ask away. :)

    (edit) I made a workflow breakdown here. It's probably easier to understand if you see it.
     
    Last edited: Mar 31, 2015
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  14. nipoco

    nipoco

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    That is an interesting approach to use Blender. But yeah, why not. I mean you can even lock the y-axis with constraints.
     
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  15. ariusdb222

    ariusdb222

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    Made my first weapon model an want some feedback.

    ak74u.png
    Also, what programs are great for texturing??
     
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  16. the_motionblur

    the_motionblur

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    If you were aiming for a cartoonish look then it's pretty good. :)

    Good programs to check out for texturing:
    Photoshop or Gimp, Substance Designer, Substance Painter and/or Quixel dDo (Photoshop Plugin).
     
  17. Billy4184

    Billy4184

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    You might remember this sci fi ship from a month or so back, well now with Unity 5 and a 30 day trial on Substance Designer & Painter I decided to give it a revamp. It is still only 1100 triangles now. The engines are able to rotate like a VTOL ship.

    It is only about 50% textured so far but it is great fun with these new tools. I've never been good at texturing, mainly because it is so boring and annoying, but the new work flow is incredible.

    Should be going up on the asset store today or tomorrow. Any feedback is greatly appreciated!

    Screenshot (2).png


    Screenshot (5).png

    Screenshot (4).png

    Screenshot.png
     
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  18. Billy4184

    Billy4184

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    I most definitely recommend substance designer and painter. I only have about four days of experience with them and they totally made making assets fun again. They aren't incredibly easy to pick up (I force fed myself the last few days) but they are just nuts compared to gimp or photoshop.

    The only problem with them is that hard surface detailing (e.g. fine detail for normal maps or texture masking) will likely have to be done in photoshop or gimp as they are still lacking tools like straight line drawing. However as far as material creation and tweaking goes I've never seen anything like it.
     
  19. ariusdb222

    ariusdb222

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    Thanks for feedback! yeah think ill get substance painter, but what else should i get B2M or SD?
    Great VTOL btw, can't wait to see the end result:p
     
  20. Billy4184

    Billy4184

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    Thanks for the nice words! Actually everything I've done so far has pretty much been in Designer. You can get both on the 30 day free trial. I haven't tried B2M yet.

    Painter is great for painting freehand in 3D but the lack of straight line tools makes it difficult to do straight seams and plate edges etc. There are some workarounds such as line stencils but it is too tedious for me at the moment. So I just do masking and detail normal mapping in gimp and then work on the material textures in Designer.

    Edit: I will be using Painter particle brushes for masking front impact wear on the wing leading edges etc. You can watch the stuff you're putting on as it flows down or blows across the model. Great for leaks and streaks etc.
     
    Last edited: Apr 1, 2015
  21. ariusdb222

    ariusdb222

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    Very interesting, will be checking it out:)
    Just used B2M and made a moss rock wall texture
    Pic
    2015-04-01 12_51_25-Greenshot.jpg

    2015-04-01 12_51_44-Greenshot.jpg

    Needs a bit of work though:oops:
     
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  22. Mister-D

    Mister-D

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    making a family(retro style), the male models are almost done, still have to make some females
    screen.jpg
     

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  23. Kellyrayj

    Kellyrayj

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    Still searching for the next idea to fall in love with. Brought this little guy to life from a quick doodle.

    RupeeHero_Example_Small.jpg

    Here's the original sketch:

    IMG_0396 copy.jpg

    *edit:

    Had a lull, decided to do another rendition of this guy. Smaller and simplified.

    Screen Shot 2015-04-02 at 10.30.15 AM.png

    What He'd probably look like in a small mobile game.

    Screen Shot 2015-04-02 at 10.30.23 AM.png

    Do let me know what you think!
     
    Last edited: Apr 2, 2015
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  24. Mister-D

    Mister-D

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    well since u asked, i would make something more different than your 100 orcs game if i was u. the character u made looks to much the same like the hero in 100 orcs. maybe a 2.5D game? just a thought ;)
     
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  25. dogzerx2

    dogzerx2

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    The house is pretty much complete, but I'll add some props such barrels and boxes.
    Then I'll rearrange it in different ways.
     
    Last edited: Apr 6, 2015
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  26. Kellyrayj

    Kellyrayj

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  27. chronos78

    chronos78

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    Fine tuning my terrain shaders.


     
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  28. boromir6

    boromir6

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    @Bridin I definitely prefer the first one. Love the colors and eyes!
     
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  29. Billy4184

    Billy4184

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    Almost done, only a couple of odds and ends left... but what I'm not too sure about is whether the colors are too similar, what do you reckon? Any suggestions and feedback are most welcome :)

    Also I'm probably going to make a bit of a flight control script, similar to a helicopter, since it is probably not too obvious how to make it fly any way realistically...


    Screenshot.png Screenshot.png
     
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  30. nipoco

    nipoco

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    I had some time to finally color an old run cycle animation. It's not perfect and a bit wiggly but I call it done for now.

     
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  31. mcunha98

    mcunha98

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  32. DennG

    DennG

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    This is what i do on rainy days...



     
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  33. Howard-Day

    Howard-Day

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    Some DFMobile updates for you - I added a hangar, a Tie Fighter, and put the Rebel Corellian in the scene as well. It's now in Unity 5, and after much fiddling, I managed to get the lighting working like I'd like. It's still ages slower than the old Beast Lightmapper (This scene would take 5 min in that, it takes almost 45 in Enlighten), but at least the quality is there.





    Anyhow, if you'd like to play the latest build, here are the links:
    Android: https://build.cloud.unity3d.com/distro/install?id=b1eKEIdha
    Webplayer: https://build.cloud.unity3d.com/distro/install?id=b1MP48_2p
    Enjoy!
     
  34. ariusdb222

    ariusdb222

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    Does this one look a bit better?

    2015-04-04 13_49_19-Substance Painter.jpg
     
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  35. Billy4184

    Billy4184

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    Well, it's a nice model, but in my view a few problems:

    1. The flare on the barrel makes it look like a toy dart gun.

    2. You look like you've got some stretched normals on the forestock. Since you aren't putting any detail or seams there, I would just unwrap that area and leave it without modifying the UV map. Are you using blender?

    3. Your colors a too solid, I think this is what contributed to it appearing to have a 'cartoony' feel.Try to add grunge and edge wear to make it look more well-used.

    4. Your materials look more like plastic than metal or wood, it works very well for the grip but the rest of the metal parts, especially the magazine, just look plastic as well. For me, metals have always been pretty hard to get right, substance designer did a good job for me. Otherwise play around with your specular and hardness until it looks good.

    5. Your magazine texture seems to not quite fit onto the UVs.

    Other than that, a pretty solid model :)
     
  36. ariusdb222

    ariusdb222

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    thanks will rework this... again:rolleyes:
     
  37. Billy4184

    Billy4184

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    Why don't you add a reference image in the background of your modelling scene? I do this for every design I didn't come up with myself, it is too easy to get proportions and details wrong. Also it is extremely useful if, after unwrapping your object, you add a 'test grid' texture to it, it will be very easy then to see if any parts have warped UVs.
    Also, when you're texturing, if using photoshop or gimp, export your UV layout as a texture and put it on a separate layer so that you can fit everything perfectly onto your model.
     
  38. chronos78

    chronos78

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    Couple more terrain shots.

     
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  39. ariusdb222

    ariusdb222

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    i'm making 3 versions of each weapon....
    new
    medium
    old

    Then in my game the player crafts new items and it gets old
    But getting the new one to not look plastic is quite a mission:confused:

    EDIT
    Great tips btw, you are awesome!
     
    Last edited: Apr 5, 2015
  40. chronos78

    chronos78

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    Today's progress. Using 8k base color, normal, and splat maps. Added the capsule for a sense of scale.

    Compared to yesterday's 4k maps.

    Tomorrow it'll be time to wok on the detail textures.
     
  41. NomadKing

    NomadKing

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    Something a little random for today :p

     
  42. moure

    moure

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    My contribution to the thread, a sword model with handpainted texture i completed last week. I hope to find time to complete a small collection of fantasy handpainted weapons in the near future to publish on asset store ;)
    Its inside a test-studio scene in Unity5. I use the regular unity5 shader with metalness.

     
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  43. mcunha98

    mcunha98

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  44. marcos

    marcos

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    Added some animations and a new gameplay mechanic:



    Getting close now.
     
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  45. chronos78

    chronos78

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    Calling this project done.
     
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  46. ariusdb222

    ariusdb222

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    Reworked my ak, anyone's input is appreciated

    2015-04-07 02_26_03-Substance Painter.jpg
     
  47. Billy4184

    Billy4184

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    Looking good! I'd still get rid of the flared barrel, find a wood texture that doesn't look so stretched, and get rid of a few greebles on the side that are a bit of an eyesore. I'd add rivet heads rather than dints, and fewer, like in this picture.
     
  48. mcunha98

    mcunha98

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  49. marcos

    marcos

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    Thanks!

    I wasn't happy with the golden shader thing when you go super turtle, so I changed it a bit :eek::

     
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  50. virror

    virror

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    This one looks much better : D
     
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