Hello. I want to introduce you the "Old Fund" location, which is based on the principles of material layering in Unity.
On this work we wanted to check how convenient it is to work with a material layering shader from the Allegorithmic, and the result was impressive.Due to these technologies, the work has turned out to be very flexible, convenient and effective, so we were able to achieve acceptable results within a relatively short period of time.
All materials in the scene were made procedurally in the Substance designer, assigned to the models by the masks in the Substance painter and automatically picked up in Unity.
This allows you to easily customize individual items in .sbsar materials right in the game engine.This workflow also allows you to make adjustments to .sbsar files and conveniently change these materials for their own needs without changing the model's textures.
Also, this technology has the ability to generate normal maps from material's blend masks automatically in the Unity engine, and this means that we can re-use one normal map and several masks for each object.
This is just a first part of the all work, and now we are working on the rest of the location and objects.
I will definitely drop all updates to the project here. Hope you like it )
To view the 360 panorama and more pictures, you can click on the link to ArtStation
And if you want to download this project in the future, you can check information on the Unity forum
Replies
Please check updates and support us on the Unity Connect page
Please check updates and support us on the Unity Connect page
What would the top image look like if the large pink/lit window was centered on the wall, and the exit/exterior stairs was centered on it, with each landing on either side, but the steps crossing infront of the window itself. The play of light/shadow might create some interesting contrast. Also something about the scale of road details feels off in this image.
maybe consider darkening the asphalt/road/ground more to contrast the walls/ground better? Push the ground darker
Your objects seem haphazardly placed.
- your road blocks just kind of cut the ground in half, and create a visual block and make me question why they are there, and in that location/placement
- your scaffolding, but there is no construction objects, or anything going on in that area of the building?, maybe the road blocks should be around it to block vehicles from taking out the supports?
- the caution tape in the middle image, what is it there for? Just pallets beyond it, why block it off?
- the pipe for the most part are basically just floating infront of the wall, with one or two braces to support teh entire thing? And all those angles and corners would require some kind of male/female connector showing different pieces.
- not sure what that thing is, but it looks like something just floating infront of the bollard in the foreground of the 3rd image
- the bollards should be place to protect things
- the replicated awnings, maybe tweak their orientation a bit for variation
- pretty heavy damage to the support on the right of the first image, would be nice to see some remnants of debris that had fallen from whatever caused those chunks to break off.
Keep going!
quick question, how are you rendering images out of unity, or are you simply taking screenshots?
jose.fuentes, I use this https://assetstore.unity.com/packages/tools/instant-screenshot-24122 for making screenshots, very userful tool
Really nice update man! The refinements you made to the lighting especially. Great job
Not sure about that car in the last image you posted... feels out of place. Almost like you had a car you had done previously, and just plugged it into the scene. Maybe something that better fits /w scenes style/theme. Or make it way more beat up/rustic as if its just a timepiece.
Thanks @shabba
I added more rust on the car )
And thanks @Ai_ ( Andrew Indrikson) for the buildings in the far plan
More images on the UnityConnect page
Also, something clearly happened between your older posts and January the 3rd post. What did you do? It went from "fantastic game graphics" to "Holywood" in a single step. It's suddenly became uber-crisp and noiseless.
I mean, man you might not understand this, but you OWE this world a way, way more detailed explanation about how you set up this scene in Unity than the one you gave to 80.lv. Please do write another article if you can.
Btw, this:
https://us.v-cdn.net/5021068/uploads/editor/md/hgzysoktmnuc.jpg
is fucken mind blowing. It's like a fairy tale come to life.
done!