I spent a few hours over the weekend making a Unity 5 FX test - my original intention was just to make things look nice without worrying about drawcalls etc.
My inspiration was from my background in photography: Compose a scene, and tweak about in Lightroom. Except this time, do everything realtime in Unity.
Everything is assets from the store that are then heavily modified, with my own FX stack (again, tons of asset store FX) - I can't do 3D modelling at all! I'm a programmer who works with 3D artists a lot to make things look good; perhaps slowly moving towards a technical artist role.
I think it's pretty good for a few hours of playing about! Would love to get some thoughts from you all on how I could improve things.
Before:
After:
Video (watch in 1080!): [ame="
https://www.youtube.com/watch?v=LYp5Bjtif2s"]https://www.youtube.com/watch?v=LYp5Bjtif2s[/ame]
(I'm new here - sorry if I've done this wrong!)
Replies
Agree with the sparks - I'll find proper spawn locations for them, and synchronise them with actual events.
Also have changed the material to have a bit of bloom, and have made them meshes rather than stretched billboards:
Am also working on an ending, where the door falls off. Love light shafts.
Will definitely release a webplayer when I can. Right now it locks up the browser, and the plugin stops responding.. if you leave it a bit longer it works fine, but that's not great for the user!
That looks outstanding,
I've been using the tried and tested 'What do you expect?, its unity' argument for the past 2 and a half years,
I better hide this, or step up,
but prolly hide this xD
Thanks! Although.. it's not mine
I tweaked stuff a lot to get it how i wanted it, then set up lighting, a post-FX stack, then added in all the other stuff, and code to glue it all together
Just get Unity 5, it's awesome That and a few choice plugins and everything can look amazing! ...though depends how much you care about draw calls
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