McMutton
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« Reply #380 on: June 26, 2016, 06:19:59 PM » |
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I watched that video Barry made on Grumpout about Skyward Sword's sky and how it could be improved, so now I'm excited about sky stuff! Ima steal all of the ideas presented. I think metaballs are pretty good for clouds: I'm gonna add a normal map overlay to give 'em a bit more floofiness and volume. I was also thinking up some more cloud stuff, like super-awesome cloud caverns, and small clouds that poof into oblivion when you run into them. Some will have items inside!
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gimymblert
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« Reply #381 on: June 26, 2016, 06:41:52 PM » |
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Looks great You totally need a fresnel varient on them I wonder if normal will make them more fluffy or harsher? You might need some fake subsurface to sell the idea more ... What if you try a translucency shader? disregard I'm thinking aloud
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McMutton
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« Reply #382 on: June 27, 2016, 10:15:22 AM » |
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All I got is rim lighting, looks like: I also did a cool thing where I can kinda randomize a cloud's silhouette by making it a particle system that emits more cloud models along its surface:
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gimymblert
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« Reply #383 on: June 27, 2016, 10:55:11 AM » |
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It's looking "faboulous" anyway
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McMutton
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« Reply #384 on: June 27, 2016, 07:09:26 PM » |
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Yusss. You wouldn't happen to know of any translucentish shaders that work with Unity 5, would you? Also, have a mount: The Melkyte is what our heroes use as their mounts. This one is a generic wild one, but there's will be unique.
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Mittens
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« Reply #385 on: June 27, 2016, 07:34:23 PM » |
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I really like this birb
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McMutton
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« Reply #387 on: June 28, 2016, 09:19:34 AM » |
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Lux looks pretty neat; can't wait to give it a shot. Thank'eh, Mittens! Birb likes being liked Here it is as a mount, too:
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gimymblert
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« Reply #388 on: June 28, 2016, 01:45:19 PM » |
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PetterBergmar
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« Reply #389 on: June 28, 2016, 04:52:09 PM » |
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That bird looks amazing! Very good. I would try a softer shader for the clouds. They look too solid imho.
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gimymblert
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« Reply #390 on: June 28, 2016, 08:07:08 PM » |
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Just in case you want to add some afro character I found teh best tut about RT afro hair lol https://www.artstation.com/artwork/v4QwOJust because I'm exciting I share lol I'm sure it will be useful for other effect too
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eyeliner
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« Reply #391 on: July 07, 2016, 12:42:42 AM » |
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Gosh McMutton, this is looking awesome.
I'd love to see a video of you making one character. Your style is very nice, maybe I can hope for it one day?
How long did it took you to make Birb, for instance?
I liked the idea of metaballs for clouds, but they look like just a bit too perfect/similar. They need to be a bit more random/jagged. Don't know if I'm making myself clear.
Now it occurred me: They look like the moving goo from the lava lamps (whatever that is). They suit your game nicely, but a bit more variation might give them extra character?
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Yeah.
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McMutton
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« Reply #392 on: July 19, 2016, 09:53:10 AM » |
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Hey thanks! I've had a few requests for that, so I really need to get on it. I'll try to do so for whoever it is I make next. I don't recall how long modeling the melkyte took since it was a while ago, but the texturing was about six or seven hours. For the clouds, I'm going to try a thing where the metaball structure is the base, with a number of added textured planes with more fluffiness being added around the outside for more variation. That might look better from a distance, but I'll have to see how it holds up on closer views. ~~ Did some attack animations for Gil: Idle>Charge>Attack Also what if Van had huuuuge punch-em-up arms?
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gimymblert
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« Reply #393 on: July 19, 2016, 10:18:08 AM » |
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that look super great, and even more amazing that it seems that you don't have lighting and shader effect on them yet, you really grew an amazing style
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McMutton
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« Reply #394 on: July 20, 2016, 02:26:17 PM » |
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Thank'eh! The orange bits'll be getting a ramp shader to make them look like pure energy instead of solid color. You can see the results on in-game shots of his old arms. I found a translucency shader, too: How's that look?
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« Last Edit: July 20, 2016, 02:58:29 PM by McMutton »
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gimymblert
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« Reply #395 on: July 20, 2016, 03:20:44 PM » |
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Seems to look smoother and less harsh on the shadow
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McMutton
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« Reply #396 on: July 21, 2016, 06:52:20 PM » |
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Another idea: Make 'em fluffier using a variation of the Shadow of the Colossus fur technique: This one uses the base texture, and three variants- each having more space taken out than the last, and made a bit brighter. Now I just need to do that in-game, which requires altering Farfarer's translucency shader to include the main texture's alpha. That'll be fun...
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gimymblert
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« Reply #397 on: July 21, 2016, 07:06:52 PM » |
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Now that's fluffy
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McMutton
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« Reply #398 on: August 07, 2016, 03:44:15 PM » |
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Doing some wall fade stuff so your view isn't blocked when the camera's behind stuff. I think I'll have it so that props that get between the player and camera turn black and partially transparent instead of fully vanishing like the walls. Also note that the other room is hidden when the camera's on the outside. And I finally figured out cloth physics!
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McMutton
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« Reply #399 on: August 10, 2016, 09:12:50 AM » |
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Here's Gil's axe, the Belander:
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