[Content creation] various

Comments

  • No not at this point in time got my hands full at the moment handling two different assets stores and engines would be a nightmare.Would need to double the quality for the unity store should I ever consider that route, to even remotely compete there.

    The good news is that the assets store I am with does support other engines as of late and will add support eventually for unity asset packages which does make handling assets easier.
  • Having loads of fun !!!



    Thanked by 1critic
  • The early wip of the newest project, scifi again.



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  • Been a while since I have updated, done a few projects in between, started a new WIP this week, a underground base of sorts,Quite like this project, as I am doing some thing new, modeling wise, especially making use of unique UVs which I don't do all that often, does allow for more texture details and don't have to worry about seams all that much.

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    End result of current content, busy working on with new animation assets





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  • new animation i am currently working on
  • In the mood and a new project calling for scifi textures, have a set of about 80 crafted textures made in photoshop.

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    Thanked by 1watson
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    Nice work , neat normal maps I like the sci fi panels and the vids
  • Thanks mate I have actually come to appreciate why textures are so expensive, pending how complex the normals are it can take 2 hours to get a texture done.
  • Normal mapping can be time consuming and often you dont get a the result you are looking for the first few times , well at least thats my experience with them .
  • edited
    But I am enjoying it a lot....some thing different for a change, I wouldn't mind working on textures for the next 6 months, build up a massive collection, and be settled for the next billion years :D
    Testing for continuity issues with definitely need to add additional texture that acts as a buffer between floor textures.Weather permitting I guess I will be playing some scifi games for art direction and reference ideas. I particularly like the grey and blackish scheme.It's difficult scheme to work, with as I need to add colour some how without being greatly disruptive to the colour scheme, a dark orange or just grey could do the trick.But I will have to see how adding test objects, compliments or disrupts.

    A dark shade of grey to replace the blackish shade might work better.

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  • Are you making these textures to sell on asset stores?

    A good way to add colour I think, if you want to add some selective colour to the black and grey scheme, is to colour code areas, and then to have textures with coloured lines on them that lead to the different areas.

    Half-Life 1 did this very well (and games like Portal expanded on it). If for instance the "hazardous waste" area is red, and there is a red line that leads along the side of the wall, then if the player needs to get to "hazardous waste" it is really easy for them to figure this out.

    An example of a line that helps solve a puzzle in Portal 2: vignette2.wikia.nocookie.net/half-life/images/6/67/Test_Chamber_04_P2.jpg/revision/latest?cb=20100619075457&path-prefix=en

    This is particularly useful in first person games. It makes the level design feel a lot easier to understand and stops people getting lost. It also allows the game to be a little more colourful, and if kind of feels sciency (like the type of thing they would do in a large science facility).
  • Will be bundled with a modular kit for the asset store.Will see what I can do about colours, Multi layered mesh might be a better approach. Adding some red pipes on the floors with a metal path or grate above it might help, but I don't want to change the base colours too much as this will result in less reuse ability.
    Thanked by 1EvanGreenwood
  • Just quick experimentation, Just to get some idea, and needs neater wires and a bunch of colours, but should provide some none disruptive colour additions.
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    Engine test of the final version, there are two version one with lights one without...
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  • I think this brings just the right amount of colour :D
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  • Will be adding a couple of variations of this guy to the mix
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    Thanked by 1jackshiels
  • Started adding the first corridors as well as first level assembly.

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  • The engine I am working with has absolutely no ability to create primitives so every thing show here had been model as construction kits.

    So times I need to use a multi layered approach to get some more detail in to keep texture atlases, relative small. Normally I never go high then 2048 x pending the detail and size of meshes 4096 atlas is some times needed.

    This means design the construction kits so that you can layer meshes and create some thing unique every time

    Here is a quick example.I have learned quickly adding depth can do wonders.I think I have a decent handle on the colour scheme now
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    Thanked by 1typhvs
  • How much have you made on the Unity App Store to date?
  • joshken said:
    How much have you made on the Unity App Store to date?
    Nothing as I am not yet on the unity store, I am a bit of a perfectionist, so until I feel I can competitively compete with the quality on unity store, I spend time honing skills, and stick to one asset store. With the steam DLC's, own store sales, and commissioned work close to +- $10000 in the last 2 years.

    Could probably triple that if I move to the unity store, I am not ready for that yet.
  • So this is a SciFi Ship Asset Package?
  • Pretty much. :)
    Thanked by 1joshken
  • Your assets are cool and polished. Keep us in the loop.
    Thanked by 1Bensonance
  • Additional mesh layering

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  • This is very nice work, are you by any chance working on a game?
    Thanked by 1wizardofid
  • No not currently working on a game.I am going to do a 3D top down shooter later in the year.I am dying to get my hands dirty, however I still holding out for a couple of engine updates before I proceed with a game project.In the mean time I keep the model factory going.

    But I will likely have to start with the assets for that, some time soon :D
  • Ooo, I like the scifi panels. Can you get some of them to be more reflective? Not everything, just some bits to sell the metal more as metal. Kind of like the reflective bits in here: https://80.lv/wp-content/uploads/2016/01/01_SceneMain.jpg
    Thanked by 1wizardofid
  • Yeah I wish I could, All of the Textures has PBR support, however the feature hasn't been implemented in the engine yet.The shader is also pretty poor, and only allows for global specular level, which isn't ideal, You could individually adjust specular levels, however as the engine updates, it may cause headaches, I have no time to go back to completed projects and adjust specular maps for clients on assets store, especially considering some assets packs are over 300 strong.

    We are due for a DX 11 graphics overhaul later this year, it's painful having graphical limitations, I will rather muscle through it and reap the benefits later. All the textures are PBR compatible especially for metal things.
  • Really strong work man! I love that you are making textures from scratch too (I do love me some 80's sci-fi textures). What really caught my eye was the combination of futuristic concrete walls in natural settings - seems like there could be an interesting story in there... :)
  • Niice work.
  • Thanks mate.

    Not sure how much work I will get done to day, with the cricket being on, Which Is why I started at 5 am this morning, when it's nice and cool to get some models done.Basically adding raised meshes now, and will be doing a 2 part mesh with windows for the bottom and raised part to connect for extra depth.
    Pretty happy with the interconnecting piece between raised and bottom the stairs finishes it neatly .Just need to get a door in there to finish it off nicely. I haven't exported the door models yet, Just need to get a feel for were they should be used :D
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  • Fun part now with adding additional layers and different floor level.Busy adding a roof/wall support which should spurce up the dull corridor quite a bit.Was a bit concerned that the blue panels were going to clash with the grey theme, fits pretty snugly and it's over powering so definitely going to bring in some more blue panels.

    One thing I have struggled with in the past was light sources, not so much where to put them, but rather to get them as natural looking as possible. I think I have a decent handle on that.Some red light sources wouldn't hurt, but that I am not so sure, red can be a son of a dog to get right

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  • Dull bottom corridor spruced up :D

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  • Sneak peak pretty much still a largely unfinished WIP :D
  • Keeping it simple with various additional entity layers.I would love to have added some wires, but the engine would not have dealt well with single plane wires, considering unofficially not supporting FXAA, and wanting to keep object polygons all below a 1000K.

    Most Corridors cost as little as 64 polygons, low polygon is definitely the target here.I am keeping a mindful eye on the draw calls, but so far getting steady 85FPS with full camera rendering distance.Spoken to the developer of the engine, at perhaps doing a tech demo for the engine with the current content, as well as adding new things to the engine to specifically assist with the demo.Particles and cube mapping was what we agreed on the most important aspect to improve visuals in the short programming window available.

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