Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:51:01 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
Pages: 1 ... 142 143 [144] 145 146 ... 192
Print
Author Topic: 3D thread  (Read 931714 times)
poe
Guest
« Reply #2860 on: April 21, 2014, 07:11:20 PM »

titanfall junior

10/10 would buy
Logged
Golds
Loves Juno
Level 10
*


Juno sucks


View Profile WWW
« Reply #2861 on: April 22, 2014, 04:43:10 AM »

Logged

@doomlaser, mark johns
Fallsburg
Level 10
*****


Fear the CircleCat


View Profile
« Reply #2862 on: April 22, 2014, 05:58:39 AM »

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?

This is more of a technical issue than a show us your 3D work issue, but here are my thoughts:
1) Blender doesn't have any sort of backface culling by default.  Unity does.  So, you're going to want to choose a shader that doesn't have backface culling for the leaf material.

2) What sort of material are you applying to the leaves?  I'd guess you want something like Transparent/Cutout/Diffuse or Transparent/Cutout/Specular (for flowers probably diffuse, for leaves specular)

3) Make sure you have the texture properly applied to the material
Logged
Henry_Oswald
Level 1
*



View Profile WWW
« Reply #2863 on: April 22, 2014, 01:14:36 PM »

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?

This is more of a technical issue than a show us your 3D work issue, but here are my thoughts:
1) Blender doesn't have any sort of backface culling by default.  Unity does.  So, you're going to want to choose a shader that doesn't have backface culling for the leaf material.

2) What sort of material are you applying to the leaves?  I'd guess you want something like Transparent/Cutout/Diffuse or Transparent/Cutout/Specular (for flowers probably diffuse, for leaves specular)

3) Make sure you have the texture properly applied to the material

Sorry about that. I actually posted about this in technical a few days ago and meant to come back and delete that post. Thanks for the help though, even if I'm a bit misguided as to where I should actually be. Tongue I'm actually using the same toon shader that is being used on the buildings, but not the same material. I'll try out diffuse and see if it fixes anything. Thanks.
Logged

"Do you think love can bloom even on the battlefield?"
- Otacon
Quill Devlog: http://forums.tigsource.com/index.php?topic=38129.0
Home Website: http://psychospectacle.weebly.com
Watch us on IndieDB: http://www.indiedb.com/games/quill
Follow us on Twitter: https://twitter.com/PsychoSpecs
michelmohr
Level 1
*



View Profile WWW
« Reply #2864 on: April 23, 2014, 02:00:20 AM »


I've been making some low poly pixel art props for school assignments. Smiley
Logged

Delko
Level 1
*



View Profile WWW
« Reply #2865 on: April 28, 2014, 04:48:14 PM »



Also


Logged

Blink
Level 3
***



View Profile WWW
« Reply #2866 on: April 28, 2014, 04:57:20 PM »

Also




The close combat looks like Rouge Squadron.

The long range combat looks like Super Monkey Ball 2's Dogfight.

I am excited for this game.
Logged
Pol
Level 1
*


yee


View Profile WWW
« Reply #2867 on: May 03, 2014, 01:56:59 PM »





'been working on some arches.
Logged

}-=\\\',«º> Dev+artblog · Home on the web · @PolClarissou <º».\\\'=-{
nicked
Level 0
***



View Profile WWW
« Reply #2868 on: May 03, 2014, 10:15:29 PM »

Creepy and awesome - especially when underwater.  Shocked
Logged

conghal
Level 0
*


alright


View Profile
« Reply #2869 on: May 05, 2014, 03:31:28 PM »

Bear-in-progress, probably inspired by Tennis (amazing mech, btw).

Logged

Azure Lazuline
Level 2
**



View Profile WWW
« Reply #2870 on: May 05, 2014, 04:32:10 PM »

out of the corner of my eye, that looked like a centaur bear zombie for a second
Logged

biomechanic
Level 3
***


View Profile
« Reply #2871 on: May 06, 2014, 12:21:31 AM »

Looks great, you should animate it.

Here's a good reference:

Logged
conghal
Level 0
*


alright


View Profile
« Reply #2872 on: May 06, 2014, 02:49:42 PM »

Ahaha, yessss. I was just thinking about that video. Definitely gonna animate it. Bears are tricky though, they can be quadrupeds AND bipeds. They are kind of like nature's transformers.

Bear centaur is an amazing idea, here you go:

(edit- decided black bears are the best bears:

original version - http://i.imgur.com/ExOYBOU.png /edit)

I was hoping up to come up with a cool name, but apparently the etymology for Centaur just refers to "a member of a savage race dwelling between Mt. Pelion and Mt. Ossa on the Northeastern coast of Thessaly" (and the Greek literally means "I provoke a bull").
Okay, it will be a dipliarktos centauroid.
« Last Edit: May 07, 2014, 05:10:55 AM by conghal » Logged

Pol
Level 1
*


yee


View Profile WWW
« Reply #2873 on: May 06, 2014, 03:33:13 PM »

Holy shit this is the true face of perfection ★★★★
Logged

}-=\\\',«º> Dev+artblog · Home on the web · @PolClarissou <º».\\\'=-{
Flex
Level 0
**


2D and 3D artist, Game dev when possible <3


View Profile WWW
« Reply #2874 on: May 11, 2014, 01:53:19 AM »

Made tons of trees and rocks to improve the geography





Logged

All the latest stuff is @FlexRoman
TheSnidr
Level 1
*


View Profile
« Reply #2875 on: May 11, 2014, 04:49:40 AM »

Really nice, I love the style! What're you making?
Logged
Flex
Level 0
**


2D and 3D artist, Game dev when possible <3


View Profile WWW
« Reply #2876 on: May 11, 2014, 04:57:31 AM »

It's the first level of a myst-like, and mostly a nice island to walk around.
Logged

All the latest stuff is @FlexRoman
McMutton
Level 10
*****


McMutton


View Profile
« Reply #2877 on: May 13, 2014, 11:52:54 AM »

I like the style of that environment, Flex; looks lovely!

How about some windows?
Logged
Hey Bud
Level 0
*

Hey Bud Games working on Boss Mountain


View Profile WWW
« Reply #2878 on: May 15, 2014, 04:36:57 PM »

Just finished modeling and texturing this guy for my project. Just under 3k tris.
Logged
SolarLune
Level 10
*****


It's been eons


View Profile WWW
« Reply #2879 on: May 16, 2014, 07:22:51 AM »

^ That's cool - really nice texturing. It looks really close to the concept art!
« Last Edit: May 22, 2014, 03:07:58 PM by SolarLune » Logged

Pages: 1 ... 142 143 [144] 145 146 ... 192
Print
Jump to:  

Theme orange-lt created by panic