Jad
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« Reply #2840 on: April 11, 2014, 12:28:32 AM » |
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COOL THING how is this so un-anti-aliased and crissssssssssp?
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Kingel
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« Reply #2841 on: April 11, 2014, 01:27:22 AM » |
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Just Nice use of complementary colors, too.
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Cellusious
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« Reply #2842 on: April 11, 2014, 07:54:03 AM » |
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COOL THING how is this so un-anti-aliased and crissssssssssp? The sketch material in zbrush, then polypaint over it. @Arachne thanks @terri thanks that's what i intended 2minsculpt
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Jubjub
Level 1
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« Reply #2843 on: April 11, 2014, 09:35:12 AM » |
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Does anyone happen to remember awhile back in this thread someone posted a bunch of nature scenes they made, they were all unlit and the grass and trees were flat planes but it looked amazing. They also had a devlog for the game that died I think. And the devlog had a download of the prototype engine with a nice snow scene. I spent all last night trying to find it but I can't, anyone remember?
I can't find the devlog, even though I remember seeing it recently, but is this it? http://jlv.sdf.org/pub/p/places/
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Tennis
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« Reply #2844 on: April 14, 2014, 05:53:46 AM » |
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Started on this guy yesterday. Still need to finish up the texture(current colors are temporary) and model the pilot.
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Delko
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« Reply #2845 on: April 14, 2014, 07:27:16 AM » |
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Game Chunk™ - Plays none of your favorite games
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SolarLune
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« Reply #2846 on: April 14, 2014, 07:39:35 AM » |
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Both of those are really great.
@Delko - The detail in the texture-work's pretty cool!
@Tennis - Those are some interesting mech designs. Are you going to do more than just the one mech?
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Chip
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« Reply #2847 on: April 14, 2014, 08:58:32 AM » |
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Game Chunk™ - Plays none of your favorite games Nice colors, I like the retro style and the pixel art texture is awesome.
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Geti
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« Reply #2848 on: April 14, 2014, 11:57:03 PM » |
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Last set of rocks for a while now I think, finally comfortable with the workflow. I think this set of rocks would benefit greatly from some plants and things around them so I'll have to make an alpha blend compatible version of the shader ( ) - probably without vertex painted damage as the vertex colours would be better used for procedural wind and bending animation. This is the first one using a fully generated base texture, no photo sourcing. I think it came up quite well. 560 tris per rock. ~5.4k tris for the scene, including the ground. 512 norm+diff+spec, 128 detail+damage+damage+environment, 64 gradients (3 texture lookups) I'm still working on optimising and improving the shader, figuring out what works and what doesn't - this is still in free time around work though so I'm just feeling my way. ZBrush, Blender, UVLayout, Photoshop, Unity.
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Delko
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« Reply #2849 on: April 15, 2014, 08:25:08 PM » |
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Those rocks look like if Halo was on source engine. nice job I like them Im messing with a simple decal system on the Sky Rogue planes, basically just a quad with a 256x256 PNG with alpha as a texture
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Fallsburg
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« Reply #2850 on: April 16, 2014, 03:00:13 AM » |
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I understand wanting the decals, but it kinda ruins the clean simplicity of all the other designs. Maybe limit the size to something like 16x16?
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Geti
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« Reply #2851 on: April 16, 2014, 03:07:10 AM » |
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Delko, cheers, I think that's subconsciously sort of exactly where I'm aiming with this spec.
For the decals, it hit a part of my memory with streets of sim city; you could just edit texture maps to colour your car (if it wasn't in game there was some easy way to find the textures), consider just making a nice mapping of most of the plane and letting people go nuts, maybe with some drag and drop cliche decals for starters. In case I haven't said it before, the game is looking pretty hot, it's been fun watching it grow over time.
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sparkling vinegar
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« Reply #2852 on: April 16, 2014, 04:43:54 AM » |
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Game Chunk™ - Plays none of your favorite games Love it ! You never add shadow ?
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DEAD END - out on iOS Android & WP8
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Tennis
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« Reply #2853 on: April 16, 2014, 12:40:47 PM » |
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still playing around with colors for this guy and need to add a pilot, but here's a slightly updated version: @SolarLune Thanks, not sure yet but might do a couple of color variants. @Delko looks great!
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mono
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« Reply #2854 on: April 16, 2014, 01:41:50 PM » |
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oh hi tennis <3
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primaerfunktion
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« Reply #2855 on: April 16, 2014, 09:48:46 PM » |
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This look amazing man! I'm really looking forward to see this dude whith that pilot.
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Henry_Oswald
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« Reply #2856 on: April 20, 2014, 03:36:52 PM » |
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I was having a bit of an issue getting these vines to work, and I wanted to know if anyone knew of a solution. What I've been trying to make is a nice wall climbing plant. I use Blender's Ivy Generator to make the mesh (In blender this possesses both vines and leafs), but then when I export it to Unity I only get vines. Even when I apply a material to the leaf sections, they still are only visible from certain angles. Can anyone tell me what's going wrong? Leaves are visible Leaves are not visible Leaf texture
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poe
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« Reply #2858 on: April 20, 2014, 08:29:54 PM » |
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Tennis are you making a super awesome game with those mechs?
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mono
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« Reply #2859 on: April 21, 2014, 02:32:28 AM » |
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titanfall junior
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