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WIP Small Works Art Thread

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

  1. Vashchuk

    Vashchuk

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    Quick test of foliage bending shader:

    Does anybody know how to update shadows in vertex shader?
     
  2. snowconesolid

    snowconesolid

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    Made this bunny car thing....





     
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  3. DavidSmit

    DavidSmit

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    I've been working on a mobile game by myself for a while now. Here's some new assets for the first area I'm creating.
     
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  4. iamthwee

    iamthwee

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    Loving it! Who knew a car could be so cute.
     
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  5. snowconesolid

    snowconesolid

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    Yaay Thanks!
    I think this is the first time someone said my work is "cute" instead of "creepy" hahaha :D
     
  6. ruberboy

    ruberboy

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    Hi all. Im a newbie unity user. As im not a programmer I've started an art project after quite some years learning 3d.

    Im doing an asset pack, RPG characters. Ive been doing an Sci-fi environment but it has taken so much time that I will try to finish something smaller first. The scifi env will have many months of work so I think I will finish it little by little.

    This is a preview of the main Knight character Im doing. I doubt If I will make it totally lowpoly or mid-high. Well, anyway this is what I have atm, hope you like it(veryyy wip):

     
  7. Takkik

    Takkik

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    My last Substance Designer test (screenshot from the application) :

    WIP_TAKKIK_SubDesigner_stoneWall_01
     
    Not_Sure, KRGraphics, HarleyW and 2 others like this.
  8. snowconesolid

    snowconesolid

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    Made a prototype. Prob wont turn it into anything. It will just be piled up on the list of other unfinished games on my desktop.


     
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  9. Next3D

    Next3D

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    Oct 13, 2016
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    Hi everyone. Today would like to show you my most recent character for Asse Store I am working on. This is my first work for store so I would like to know your opinion. Currently I am animating this guy. You can rotate model on Scetchfab
     
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  10. Mister-D

    Mister-D

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    screens from update for ghoul
    ghoulscreens.jpg
     
  11. HarleyW

    HarleyW

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    Working on some frame/pole parts for medieval standards (PBR, preview in Marmoset Toolbag):

     
  12. Billy4184

    Billy4184

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    Messing around in subst designer - rendered there as well

    Screenshot.png
     
  13. Lilius

    Lilius

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    First shelter and campfire. Early screenshot from my exploration RPG. Idea was to create game with simple colorful graphics without textures(well I need them anyway for grass and particles). It is pretty much how I imagined it in my mind, but the grass looks awful and some trees could use some more detail. Any feedback and ideas are welcome.


    FirstShelter.PNG
     
  14. snowconesolid

    snowconesolid

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    my hat(s)!!!
    I can't see without my hat!
     
    Last edited: Oct 21, 2016
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  15. TheAlmightyPixel

    TheAlmightyPixel

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    Looks very interesting. I'd say some AO could bring some depth into the scene.

    Also, if you don't mind changing your style a bit, maybe try adding some bottom to top gradients to the trees?
     
  16. Lilius

    Lilius

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    It is very big world and programming takes most of my time, so my style is "fast to produce - fast to render". Very simple models with vertex colors so gradient fits my scope. I'm doing some testing with it, and also added AO as image effect in camera and it is going to look so much better with very little effort. Thank you very much. I'm very beginner with this modelling stuff and not very artistic person so any feedback means a lot.
     
  17. Blacklight

    Blacklight

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  18. Parallel_

    Parallel_

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  19. AlexZimich

    AlexZimich

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    Progress so far
     
  20. the_Bad_Brad

    the_Bad_Brad

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    Modelling an MRAP type truck for my game. jltva.png
     
  21. marcos

    marcos

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  22. Dennis_eA

    Dennis_eA

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    Jan 17, 2011
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    So, I'm working on this. for..years..now.. First YouTube video ever yay..

     
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  23. q7204k

    q7204k

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    I like it! Very promising!
     
  24. KRGraphics

    KRGraphics

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    Hey, guys... it's been a while since I've posted anything here...

    Here are some shots of my character that i am prepping for my demo reel... he is also a character from my game that I have finally made some progress on. After some time away and learning some new texture techniques, I am quite impressed with how my textures came out... I am like whoohoo!!

    More to come. Video to follow.

    Blade-Final-Game-Render-WireFrames.png Blade-Final-Game-Render-Shaded.png Blade-Final-Game-Render.png Blade_HeadShot_Textures.png
     
    Last edited: Nov 12, 2016
  25. Vainte_

    Vainte_

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    Jul 5, 2015
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    Hi. Here is video of my little game prototype I working on for my portfolio. Any feedback is welcome.
    Oww... the death in room number five is deadzone position bug :) .



    Regards
     
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  26. tweedie

    tweedie

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    Apr 24, 2013
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    Just picked up SEGI and spent the evening mucking around with a quick test





     
  27. snowconesolid

    snowconesolid

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    Woah! Nice screens! ^^^^^

    Anyway, here it is everyone. The big reveal. From the creator (me) of "Potato Thriller" I would like to present you with the Teaser trailer for my next game "Hamar Hills" - Coming soon!

    Trailer is high quality and features professional voice acting. pls enjoy.
     
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  28. KRGraphics

    KRGraphics

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    I would have to upgrade my system just to use this.
     
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  29. Chris3Design

    Chris3Design

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    I'm doing this modular house stuff

     
  30. Takkik

    Takkik

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    Nov 24, 2012
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    New iteration of my previous substance designer test.


    WIP_TAKKIK_SubDesigner_stoneWall_04

     
  31. AlexZimich

    AlexZimich

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    Working on Running, hows it look?
     
  32. Billy4184

    Billy4184

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    Not bad, but too much gun and shoulderpad movement imo.
     
  33. nipoco

    nipoco

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    I'd respectfully disagree here.
    Since this is a top down game, where your characters are pretty tiny on the screen, exaggerating the animations can make them more readable.

    IMHO the bigger issue here is, that the run cycle is quite jumpy and it appears, his head is shaking uncontrollable around. I'd put also a bit more weight into his steps. So that his knees going a bit more down (if that makes sense). I mean, he is heavily armored and has that huge gun. The running should look heavier.
     
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  34. Billy4184

    Billy4184

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    Definitely agree, he looks a bit suspended. I think the problem is the hips, there's no leaning into the step. Torso could shift and hips could roll a bit more.
     
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  35. AlexZimich

    AlexZimich

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    Thanks everyone! I will fix the run, smooth out the gun and fix the hip movement. I really dont do animations so its like a first attempt :p

    Btw.. i should say its sped up and choppy cuz of the gif making process... I recorded a video and converted that. I really should render 60 frames and repeat them :p ill give that a go next time!

    Thanks again
     
  36. AlexZimich

    AlexZimich

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    Heres an update... Still not sure about it
    any feedback is appreciated!
     
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  37. Billy4184

    Billy4184

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    Looks better, I like the torso movement more, but it seems like you're missing a frame or two where the right leg goes forward - it goes way too fast while the left leg goes forward smoothly. I'm guessing the beginning/end of the animation isn't wrapping perfectly.

    A more subtle critique is that I think he should be attacking the ground with his foot more - at the moment he places the foot carefully down and it doesn't look as satisfying as it could be. I would try to hold the foot up for another frame or two and then bring it down fast.

    And it kind of looks like the bottom half is someone walking casually upright, while the top half is like somebody running and leaning forward, does this make sense? If you imagine an axis going through his head and torso, I think the legs need to push down along that axis rather than the global vertical axis, if you know what I mean.

    Not bad though, I'm just trying to find anything wrong with it that I can!
     
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  38. TheAlmightyPixel

    TheAlmightyPixel

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    @Billy4184 pretty much summed it all up, but there are a few more things I'd like to point out:

    The gun is bouncing in a really odd manner. It should really only bounce when the guy's legs hit the ground and when he lifts his legs. Much like the little pouches you have on his waist. They move expectedly.

    There is also some popping in the lower legs after they hit the ground. You most likely have an extra key there somewhere that's messing up the rotation values.

    It would be easier to tell how much tweaking the animation requires if we saw it from the final top down perspective. Its pointless to add some slight hip movement to an animation seen from 50 meters away.

    Just my two cents.
     
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  39. nipoco

    nipoco

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    Yes definitely more defined and better looking.
    I think Billy addressed most of the issues that are still present. But you're on a good way.

    Overall its pretty good for a first attempt.
    Doing walking cycles and get them right and looking natural isn't easy. I often struggle with that too.
    Here is a blog post with a lot useful links that might help.
     
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  40. AlexZimich

    AlexZimich

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    Thanks! My soldiers have been walking for years, but never running till now. Ill look at the tutorials sent and post any progress later.
    Please, if interested, take a look at my work:
    http://www.indiedb.com/games/derelict-ios
     
  41. snowconesolid

    snowconesolid

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  42. DanielGilbert

    DanielGilbert

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    Feb 14, 2015
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    Ok,

    this is my first one - hi there. I'm a programmer in my daily life, and started working with unity some months ago. After going with some assets first, I started to do my own voxel-like characters. This is one of the more advanced ones, and I'm quite happy how it turned out.

    small_man.png

    Everything (except for the sky^^) is self-made. I guess this how a designer feels after writing her first script. :)

    Feel free to make any suggestions, espacially in terms of the face. Took quite some time to find the "right" expression. :) Next Step: Rigging and Animating. Not a single clue about that. /o\

    P.S.: I'm aware of the shadow issue.^^

    //Edit: Almost forgot: Character got created using Qubicle. :)
     
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  43. Billy4184

    Billy4184

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    Jul 7, 2014
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    Drone thingy for an upcoming radar/targeting package on the asset store ... rendered in Unity

    Drone.png
     
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  44. Billy4184

    Billy4184

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    Just for fun ...

    Drone2.png
     
  45. zugsoft

    zugsoft

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    Apr 23, 2014
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    I am working on a MMO MechWarrior game for Mobile and HTC Vive
    I did this with 2 Assets and 10 hours of coding.
     
    Last edited: Nov 4, 2016
  46. snowconesolid

    snowconesolid

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  47. snowconesolid

    snowconesolid

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  48. TheAlmightyPixel

    TheAlmightyPixel

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    This thread is getting more attention again, great!

    I recently bought Substance Painter and decided to take it for a test run. I still need to work on material definition and there are a few things I missed, but I just wanted to do some early test renders before I keep on working:

    screenshot002.png

    screenshot003.png screenshot004.png
     
  49. Billy4184

    Billy4184

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    Looks good! By the way, you probably know about it but if you're on the Live subscription they've got this new Substance Source thing which has a bunch of very nice textures. They're all sbsar as far as I know (would have been better sbs) but other than that really good quality. Some of them are scanned.
     
  50. snowconesolid

    snowconesolid

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    When your jam comes on the radio and you start going through walls....
     
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