bleek
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« Reply #2280 on: March 30, 2014, 04:27:46 PM » |
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vivavolt
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« Reply #2281 on: March 30, 2014, 05:14:39 PM » |
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I wasn't afraid of clowns as a kid, but I am now.
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bleek
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« Reply #2282 on: March 30, 2014, 05:33:09 PM » |
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I wasn't afraid of clowns as a kid, but I am now.
mission accomplished
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Darion
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« Reply #2283 on: March 31, 2014, 04:28:54 PM » |
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That nose.
Wow.
The facial proportions are working very nicely, but yes creepy as fuck.
Looks like he used magic marker to draw his eyebrows and I hope that is correct.
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@darionmccoy
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bleek
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« Reply #2284 on: April 03, 2014, 03:16:29 PM » |
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That nose.
Wow.
The facial proportions are working very nicely, but yes creepy as fuck.
Looks like he used magic marker to draw his eyebrows and I hope that is correct.
Haha thanks. No those are supposed to be real eyebrows, although... that would be pretty creepy. I haven't quite figured out how to have multiple materials on one object yet so everything has the same specularity and what not; makes the brows shine.
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UltimateWalrus
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« Reply #2285 on: April 16, 2014, 11:21:31 AM » |
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Just finished modelling this guy. You can see some in-progress shots and even rotate him around in your browser here
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Loop Gain
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« Reply #2286 on: May 11, 2014, 08:18:07 AM » |
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I wrote a script to generate simple skyscrapers in Unity. (The image links to a video.) There's still a minor issue with the normals for the ledges (which could be fixed by storing their triangles in a separate submesh, although I doubt that's the best solution), but otherwise it's quite close to what I intended.
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travisofarabia
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« Reply #2287 on: May 13, 2014, 04:04:40 PM » |
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Working on something new.
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Geti
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« Reply #2289 on: May 21, 2014, 08:32:07 PM » |
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Heh, haven't seen people using sketchup for game art for a while. Looks pretty solid, is the colouring done in engine or in sketchup?
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oleomingus
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« Reply #2290 on: May 21, 2014, 09:41:51 PM » |
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Heh, haven't seen people using sketchup for game art for a while. Looks pretty solid, is the colouring done in engine or in sketchup?
Sketchup is a great tool ! Yes the textures were applied in Sketchup, and then lightmapped in Unity. There is no normal mapping of specular highlights so simple diffuse textures only, applied by wrapping the images around the meshes.
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Code_Assassin
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« Reply #2291 on: May 25, 2014, 05:40:15 PM » |
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audio visualizer. At this point I practically, own cmd.exe
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kescoe
Level 0
kescoe
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« Reply #2292 on: May 29, 2014, 10:40:16 PM » |
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YellowAfterlife
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« Reply #2293 on: May 30, 2014, 05:09:08 PM » |
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Done this while making an example on arc movement: 24 frames, perfect loop.
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« Last Edit: May 30, 2014, 05:29:24 PM by YellowAfterlife »
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Elwood Sharit
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« Reply #2295 on: July 14, 2014, 06:42:54 PM » |
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Got scanlines workin'. Not sure if I like them but I'll like giving the option. :3
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Farage
Guest
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« Reply #2296 on: July 17, 2014, 09:01:39 PM » |
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Got scanlines workin'. Not sure if I like them but I'll like giving the option. :3
I don't like em. If you work on your colors, looks shouldn't be a problem.
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Code_Assassin
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« Reply #2297 on: July 19, 2014, 03:11:53 PM » |
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networking with Lidgren and setting up lots of TUI's.
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Henry_Oswald
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« Reply #2298 on: August 07, 2014, 10:22:27 PM » |
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Done this while making an example on arc movement: 24 frames, perfect loop. This is oddly hypnotizing...
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oodavid
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« Reply #2299 on: August 07, 2014, 11:44:20 PM » |
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Wobbly buttons, because my UI was still just clickable boxes...
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