Hello,
I'm making a tower defense game in my free time. Here I'll post some art that I have done for it. It is not all polished as I wish it to be, but given the time I have and that I wanted to have it finished and posted to the market I think its level is OK.
It is on the market for some time you can check the demo here :
https://play.google.com/store/apps/details?id=com.fos4o.defoflight
So ... the interesting part. Some houses made for the desert part of the game:
And some pottery
Replies
Keep it up these are looking solid.
aaronmwolford - Thank you for the comment.
Well the buildings do not have contrast because I later render a lightmap in max. The idea is to be able to put the lighting and the contrast with it, and this way I can use the same building in different lighting.
Here is level layout from Unity.
P.S. Do not try it on tablet ... it is ugly I played with an ipad yesterday and on the big screen the texture resolution is really not enough. I'll just disable the tablets with the next update.
Or make a separate tablet version with higher texture resolutions? That version would be a bigger download but at least it would look good. I have an iPad and specifically go after mobile games that have an iPad version because it looks awesomer. :P
Yes I will some day when I have more time. I work on it after work. Now I'll try first to finish it for mobile. And then I will see.
I have ipad 3 and the resolution is really killing the framerate. As it appears that I have a heavy shader for the tilemapped ground. Which runs perfectly well on my phone but on Ipad the frame rate falls to 20.
There are some great mobile shaders for Unity you should try if you want to optimize but keep the look.
MadFinger made a great post with a sample scene and all their shaders (with open license)
http://blogs.unity3d.com/2012/03/23/shadowgun-optimizing-for-mobile-sample-level/
There is also a great terrain package on the asset store for merely $25 that I have been using, it uses four textures mixed together with texture splatting that is really fast.
https://www.assetstore.unity3d.com/#/content/582
Also alpha testing is a real frame rate killer on mobile so if you can use alpha blend instead of alpha test (there is some hacks to get the sorting okay) you should do so.
I know shadow gun. They have some great ideas. Though I do not need most of their shaders. I'll look at the wind stuff at some point. Mine is quite simple and do not look very good.
I do not use alpha test. All trees and vegetation is alpha blended. What are the hacks ? My view is fixed and I sort the polygons in max, but if there is faster way it will be great.
Anyway I found a solution for the low fps problem with the tile map shader. Just baked my tiles to single texture. And the tests so far are promising.
The package looks good but I wanted the terrain to be tile based.