I'm going to start dumping all of my random art and tech activities here. I do a bit of everything but in the next year I'm going to be focusing on UDK and non-Unity engine stuff.
Here's some rocks I did in Artrage. I was trying to decide if I wanted to paint something traditionally or digitally. I used Greg Manchess' work as reference because I love his brushwork.
I've been getting back into game art and tech lately. 2014 was a busy year for me and it made a big dent in my game work.
I've been working on a few things that are really about one thing: mobile games.
Those things are shaders, scripting, batching and art techniques that work well on mobile. The goal is to create a visually appealing but extremely efficient mobile art style similar to games like Crossy Road.
Here's a screenshot of my current test showing the current stats. It uses a single shader for everything but allows you to adust the vertex colors on individual models. It also uses a screen space texture to add a gradient over the entire scene. Currently, it is using only 2 draw calls and has saved 142 draw calls using dynamic batching.
I also plan to add particles, and those will raise the draw calls to 3.
Near future things: vertex alpha on water with layers, fake shadow maps, glows, particles.
Further future things: character with animations, animated environment, physics objects
I've been working on shaders lately. My focus has been on adding soft gradients and screen overlays on top of basic colours. This will let me add some visual interest to the ultra-simple models without spending time on UV mapping.
The latest shader creates a gradient from top to bottom on all of the models. It also adds an overlay texture on the faces with normals pointing up.
On top of all that is a detail texture mapped in screen space.
The shader requires no UV mapping or textures for each model. This will save me a ton of production time.
Everything uses a single shader so Unity can use dynamic batching. This lets me render everything with only 2 draw calls.
I haven't implemented shadow maps yet, so I've turned on real-time shadows for these screenshots.
Thanks, wish I had more time to work on game art these days. I've been focusing on my day job and taking nightschool classes (backflow preventers/cross connection control).
So, looks like I'm working on games again for the next three months. After five and a half years of working as an electrician, I've decided to accept an offer to work on a game. I'm excited! I did a lot of stuff for the Unity asset store over the past four years which so I was never totally gone.
Anyhoo, here's a test for a jagged more illustration style of smoke effect. I used a Unity project file to attach the effect to a rocket. I also plan to modify and re-skin this scene to demo any new effects I make. Seeing the effect in a working project is better than seeing it in isolation, I think.
[ame]https://www.youtube.com/watch?v=1czBLFRpsRQ[/ame]
Replies
Thanks noniol!
Here's some rocks I did in Artrage. I was trying to decide if I wanted to paint something traditionally or digitally. I used Greg Manchess' work as reference because I love his brushwork.
I've been working on a few things that are really about one thing: mobile games.
Those things are shaders, scripting, batching and art techniques that work well on mobile. The goal is to create a visually appealing but extremely efficient mobile art style similar to games like Crossy Road.
Here's a screenshot of my current test showing the current stats. It uses a single shader for everything but allows you to adust the vertex colors on individual models. It also uses a screen space texture to add a gradient over the entire scene. Currently, it is using only 2 draw calls and has saved 142 draw calls using dynamic batching.
I also plan to add particles, and those will raise the draw calls to 3.
Near future things: vertex alpha on water with layers, fake shadow maps, glows, particles.
Further future things: character with animations, animated environment, physics objects
The latest shader creates a gradient from top to bottom on all of the models. It also adds an overlay texture on the faces with normals pointing up.
On top of all that is a detail texture mapped in screen space.
The shader requires no UV mapping or textures for each model. This will save me a ton of production time.
Everything uses a single shader so Unity can use dynamic batching. This lets me render everything with only 2 draw calls.
I haven't implemented shadow maps yet, so I've turned on real-time shadows for these screenshots.
Thanks, wish I had more time to work on game art these days. I've been focusing on my day job and taking nightschool classes (backflow preventers/cross connection control).
Started updating my asset packages to Unity 5.
*sniff* I really miss you game art.
Anyhoo, here's a test for a jagged more illustration style of smoke effect. I used a Unity project file to attach the effect to a rocket. I also plan to modify and re-skin this scene to demo any new effects I make. Seeing the effect in a working project is better than seeing it in isolation, I think.
[ame]https://www.youtube.com/watch?v=1czBLFRpsRQ[/ame]
Thanks, tried making it unlisted but it didn't work. Changed it to public.
https://youtu.be/cWePJ297jmY