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#1 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
Posts: 58
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Errybody loves handpainted stuff
So for the past couple weeks I've been working on my senior team project with a 5 other students, (2 artists 1 designer 3 programmers) creating assets for a side-scroller in Unity. Since I'm doing all the environment assets, I went about making some tiling textures and then making the assets based upon the textures, which is a workflow I had never tried before. I've been very much inspired by all the handpainted assets I've been seeing recently, and figured this would be a good time to take a stab at doing some of my own and am looking for some feedback on these. I banged these out really quickly, and just moved onto the next one when I got stuck. As of right now, the only uniquely textured assets are the two banners and the bible.
I don't have any shots of them all put together in-engine yet, but I'll make sure to get those up soon. Also, if y'all have any cool resources for unity shaders/nifty tricks to making things look pretty, I'm all ears. I've got very little experience with this engine. All of these shots are from Marmoset. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() And a pretty nightsky background for the environment: ![]() |
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#2 |
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3D-Student
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I've worked with Unity some time ago. By seeing these models I just know that its gonna be a great game.
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Modo User |
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#3 |
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Stealing your polygons!
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You've got some really nice looking stuff here. A couple quick crits tho.
![]() The size of the bricks, and how far they protrude, is really close, to the same sense of depth we should take away from the recess between the large rocks on the wall, but because they're not modeled, it ends up making the rocks on the wall look kind of flat. I would suggest either tightening up the space between the "face" of those rocks, or just scaling the texture down by about half. You run into a similar issue with the door in on the "wooden assets" page. The mortar joints around the door are really tight, but then the mortar on the wall is massive, making the texture look out of scale. I'd suggest the same remedy, either tighten up the mortar, or just scale the whole brick texture down to about half. All in all tho, there's some really nice looking stuff here. Good work.
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#4 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
Posts: 58
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Edwiersma- Thanks! I'm still kinda worried about lighting the scenes :/
Warlock- I really appreciate the feedback. I would have never even thought about that. I'll see how it looks by scaling that texture down a tad. thanks for taking the time to illustrate that! Last edited by darbeenbo; 07-11-2011 at 11:12 PM.. |
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#5 |
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Lego maniac
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Awesome blocks and props !
This graphic style reminds me games like Torchlight or Orc Must Die ! Hope to see these in action ![]() |
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#6 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
Location: Reading(ish), Engerlandshire
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Nice start. Nothing to add beyond what the others have already said
![]()
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My homepage mostly designed to show off my <400 triangle low poly models My physical model shop: Buy my crap
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#7 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
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I haven't really done much art wise, just been implementing what we've got so far into unity.
Got some screenies from within Unity: ![]() ![]() ![]() |
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#8 |
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Registered User
Join Date: Oct 2008
Location: Enschede, Holland
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I'm working on a Unity game as well and I must say... damn you. If I could only get my stuff looking half as good as that, I'm pleased.
(For people not understanding sarcasm, that's ment as a compliment...)
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It's always hard to put something good here, but someone once said "If you don't have anything good to say, don't say anything." So, following that rational, I'll leave this empty. ... Wait... |
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#9 |
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Mental Raytard
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Indeed - kudos!
I just can't wrap my head around Unity-- looks awesome, I love the textures! |
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#10 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
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I been polishing up these textures for this project, and will be making new assets ASAP. Heres a sheet of the textures that have been revised:
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#11 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
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Allrighty, so here are some progress shots of how the game is lookin' in unity:
![]() ![]() ![]() ![]() |
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#12 |
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Registered User
Join Date: Oct 2008
Location: Enschede, Holland
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That is looking truly awesome.
Any chance we can play a test build or something to see it all in action?
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It's always hard to put something good here, but someone once said "If you don't have anything good to say, don't say anything." So, following that rational, I'll leave this empty. ... Wait... |
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#13 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
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I'd like to get a build up here shortly. I'll just have to talk to my team members about it and make sure its all good with them
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#14 |
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Registered User
Join Date: Oct 2008
Location: Enschede, Holland
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That's logical ofcourse. Can't wait though
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It's always hard to put something good here, but someone once said "If you don't have anything good to say, don't say anything." So, following that rational, I'll leave this empty. ... Wait... |
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#15 |
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Environment Artist
Join Date: Mar 2011
Location: Burlington, Vermont
Posts: 58
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I swear a build is coming...
new floor texture in progress! ![]() |
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