Hi guys,
I'm working on a street basketball environment based in a city and need some tips and feedback. I have gotten the basic look that I want in there but would appreciate some help on how to enhance it.
Since this is going on mobile I'm quite limited when it comes to shaders but i have some vertex gloss, cubemap reflections, simple vegetation shaders etc and baked lighting to work with. I also got a great script for decals working to break up tiling.
I will bake some houses etc into the skybox and also fix the black line in the last screen. I might also take another swing at the tree.
Now please help me push this further!
Replies
Got the tip by a friend to look at Dishonored and how they textured environment. So I will retexture everything in the same feel as this house.
Old to the right and new to the left
Please feel free to rip me a new one if you see something that you think sucks :P
The skybox is really mockup so I will have to fix that..
Any ideas on how to improve the scene?
About your idea, I'm thinking something like this should make it, maybe there's too many references (sorry!):
Or maybe even flags:
The only thing that really jumps out at me is that some of the leaves on your trees look like they're floating and not connected to the tree. Without seeing your textures I'm not sure, but it looks like maybe the leaf clumps in your texture are a little on the sparse side.
Also it might help to have some flat alpha-cutouts for more complex small branches coming off of the main tree limbs, sort of like they did in Diablo 3:
http://diablootr.mymiddleearth.com/files/2012/06/gameplay_d3_01.jpg
I don't know how much of this you could get away with since you're making this for mobile devices, though.
Good stuff dude, it already looks badass!
I really love to see some wires, textures,images effects.. you know everything else , congrats waldo !
Broadway: The trees are a real pain in the a** on mobile. But yes, I will try to redo the trees with more branch like planes while keeping the fill rate down. I hate those damn trees :P.
Generally you would want to use a cut out shader for trees but on mobile this eats all your frame rate right away. So you have to go for alpha blend. This leaves you with either a lot of drawcalls and popping (since every plane would have to be their own and sorted as such) or merging the whole bunch of planes together as one and have them sort wrong (it will be sorted after the vertex list, so leaves in the back might end up in the front).
Also on older devices like the iPad 1 and 3GS you don't want to much fillrate as this also eats performance (fill rate is when the device have to draw on the same pixel over and over again, as when you put three transparent planes in a row).
But yeah, the Diablo 3 style would probably look a lot better, will try to shoot for like that working.
Z3D: I don't have any normals to play with since mobiles are generally bad with pixel shaders. It can be used on specific things like characters but not like consoles when you can have it on almost everything. I'll try to put a little more geometry on the pavement and work a little more on the texture because I agree, it looks terribly flat.
Here are wires and textures of the houses and props, I haven't retextured the props yet to the new more handpainted style but I'll do that today.
As far as image effect and shaders, since mobiles suck at per pixel lighting and effects what I have are particles, some cheap lens effect and lightmaps with diffuse shaders. I have a vertex gloss shader that I use on the props and a reflective shader that I use on the windows and hoop glass.
Thanks for all the feedback guys and sorry about all the techical mumbo jumbo!
The trees still look like crap but I will get to them later. I also have a black edge on the dirt piles that is because of the AO bake. Don't how how I will fix that but I'll get there.
Also the concrete outside of the court is just mockup for now, will make a texture and fit in some meshes for that.
Any more ideas?
What do you think about the pipes, does it work or just look funky? I'm not shooting for realism here but stylized realism.
Ignore the hideous houses and concrete floors in the background :P
Will post more progress tomorrow
http://www.online-basketball-drills.com/wp-content/uploads/2012/11/basketball-hoop.jpg
I also added some water tanks on the rooftops as well as a untextured flag and some antennas. I will texture the all the signs and the flag later.
Next week I will redo the two last houses (thw white horrible one with all the windows and the highrise) and then try to fix the trees.
Anyone have any ideas for the lighting?
If you're going for a real run down court, the size doesn't matter too much. I'd replace the glass backboard and grunge up the painted lines or remove them entirely if you're going for run down. I've only seen glass backboards on nicer outdoor courts.
Here are actual dimensions. Although this one doesn't seem long enough either. It could just be me being out of shape huffing and puffing back and forth thinking it's longer than it is.
The rim also seems a bit large as well. And trees could use work as you already know. I can see buildings straight through them. Don't know how much you can do on mobile, but be nice to see some variation on the buildings. Some fire escapes, varying windows.
Really awesome work! I'm a bit of a basketball nut, so love this scene.
I will be adding more stuff to the houses such as I did today with the antenna and the watertower, some fire escapes could be quite simple to put together and would probably break up some of the houses great.
And yeah, the trees are a real pain in the ass. Early generation iPad and iPhones really suck at fillrate so the framerate really drops if you try to get a nice and thick tree. But I will make another try and see if I can't make two versions, one for high end devices and one for low end.
Thanks for the feedback, there will be more updates this week. Any tips for improvement is appreciated
I will instead change focus to our main character. First I will have to thank an old classmate of mine, Felix De Puiseau, for the base character he sent me. Thanks mate!
Here is a snap of the base Felix sent me.
The idea is to have a customizable character so I will have to make it mobile friendly, beef it up a bit to match a basketball player and come up with a good system for adding clothes etc. I will probably split the character into one part per clothing item and add several skinned meshes to one skeleton ingame. I will also texture it to fit into the style of the environment.
I gotta say, I kind of did a double take scrolling down after your last post. It was like BAM - NAKED DUDE, totally was not expecting that in this thread haha. But it sounds like this is gonna become kind of a dev diary thread for you which is awesome, I can't wait to see how you set up the customizable character stuff!
You should be happy I hid the penis since Felix was kind enough to include that aswell
Yeah I will bake more houses into the skybox later on, will have the coders write up a script for me that does that if I can't find something on the Unity Asset store.
Will probably go over and polish the court a few times more before I call it done but I kinda want some gameplay there first so we see that everything works and I'm not doing a lot of work for nothing.
Will try to post about everything in the development. So yeah will be kind of a dev blog where you guys can help me improve the art along the way, since I'm the only artist here and coders aren't much to ask for feedback
The idea is to have a caucasian and afro american male with three heads each to choose from. Therefor I will split the character and have the heads in their own texture and meshes. The body will be the same for both of them but with different textures while the head meshes and textures are unique.
Anyone got any tips or feedback? He is a bit naked yet but he will get some clothes that also will be changeable.
Here is a first drawft of the Long Shorts base mesh, ust threw a texture on there so it isn't final.
Also, is my posts just so aweful that nobody answers or just so shocking that you are all sitting there paralyzed by the keyboard, come om wake up people! :poly124:
Only diffuse on these so far, no normal
The pants seem a little short; I would expect them to be longer and bunch up around the ankles, like this:
Thanks!
Also tried my idea I had for creating variations of the clothes quickly since I'm the only artist on this project and have a lot of assets to create.
Anways here's a quick version with punisher print and the fixed pants.
I finished the base for the T-Shirt.. Also found a awesome print that I will have to get for myself