This is where I'm currently at, still a lot to work on in terms of the environment, foliage and more detailing on the left / bottom left corner. At the moment I've finished rigging the character, which I need to further adapt the texture and animate its different cycles, it will become the first turret which I test the majority of the mechanics with.
Looks nice but I think it would look better without the forced lowpoly look the circles, Id personally make the circle shrine thing silhouette really round, the tree also uses far more sides for than this
Lighting effects are a whole bunch of different things, from spot lights to the main directional light, if you're talking about the light rays then thats just a mesh with a transperent png to fake them.
As for the overall lightings its a ton of itteration where I'm still not quite 100% happy with and will continue to develop. The water shader at the moment is the great low poly water shader in the unity asset store which is amazing! And I plan to iterate on further
Based on feedback I've removed out the circular section and plan to work on this block out concept, adding more foliage around it and e xtend it out further, I may have the back pillars drop slowly but I'm happy with it as a block out to develop as I think it would help bring the foreground into the rest of the scene.
Block out update #2, I will aim to reduce the light around the middle section and have it in a more cool colour so the main focus points will be the entrance point on the left where enemies will enter and their destination on the right, will see how this middle colum looks after ive added foliage to it and finished the tree wrapping around it, may make it slightly smaller
Hey @Zanmato I'll do a breakdown of the post processing and lighting when I've finalised it a little bit more so keep tuned for that. Some minor basic tips if you're looking to setup a similar scene, in the project quality settings switch from Gamma to Linear, some minor fog in the scene and playing around with light colours / overall colour will help a ton. I still haven't finalised an LUT which I will be working on in the upcoming weeks Let me know if you have any other questions - other than that - some tinkering with lighting quality and lightmass settings will go a long way.
Thanks for the tips @Stanley3DArt ! I will surely follow this thread to see your progress. For the trees, those leaves are just planes that have alpha texture mapped onto them?
This is super cute! One thing: I feel like the character doesn't quite fit with the aesthetic of the environment art. It obviously has a hand-painted/UV'd texture whereas the environment pieces are using more flat colors or vertex painting. I think that combination can work, but it doesn't feel quite intentional enough yet here.
That GIF just gave me the worst hamster dance flashback!
I really like what you've done with the minimalist design and execution of the environment, but have to agree with @Carabiner that the character isn't yet jiving with the environment.
I've actually been thinking over this exact thing and I completely agree, I'm going to rework the texture work of the character and move to something more flat colour based / gradient work, and probably increase the vibrancy of the character too! If you guys have any example of characters that would be awesome XD.
Visual styling often comes down to the simplification and exaggeration of various visual elements. I think you should focus on a more defined and readable silhouette if you really want this guy to fit in the world. You could exaggerate volumes and simplify some shapes in the silhouette to match the linear style. Or perhaps go the opposite direction and push / exaggerate the round forms so he stands out from the BG (in terms of shapes). You could also apply that idea of simplification and exaggeration in texture if you're not willing to step back in the pipeline on this guy.
Minimalism is all about visual communication in its simplest (and appealing) terms. You've done a great job with that in the environment. Try to apply similar logic to the character.
Bit of a texture update on the character to make him contrast more, also added some foreground detail to the left side and break up the silohuete of the terrain.
Having some trouble picking between the left and right slime animation , left one has more volume squishing but less overall stretch, right has better hang time at the top of the jump
Foliage update. Next step is to add some simplified butterflies and birds and really try to hammer home the environment is alive, then i may add some super simple background elements like a small wooden ship floating by
Going to be working on some birds flying in the background and some background elements, I really want a lot of moving details in this environment and schedule some random events that will help it feel more lived in
Does anyone know the most effective way to apply a second material over a current material set masked out, considering performance of course - To explain further I want some of the characters hands to light up with the colour of the projectile they will be throwing when they begin attacking.
I've done something similar in UE4 but I'm still trying to work it out in Unity. Proving difficult to find information!
A lot of work to do on this guy, hes going to have 3 rocks revolving around him which he will attack with, definitely inspired by Overwatch's Zenyatta!
Going to finish off the attack animation for this character then start modelling the next environment which will be a forest style scene, then I will get into VFX which I haven't done in Unity before so it will be a big learning curve.
Replies
This is where I'm currently at, still a lot to work on in terms of the environment, foliage and more detailing on the left / bottom left corner. At the moment I've finished rigging the character, which I need to further adapt the texture and animate its different cycles, it will become the first turret which I test the majority of the mechanics with.
Idle which I will shake up with a few fidgets
Minor texture definition improvement
As for the overall lightings its a ton of itteration where I'm still not quite 100% happy with and will continue to develop. The water shader at the moment is the great low poly water shader in the unity asset store which is amazing! And I plan to iterate on further
Based on feedback I've removed out the circular section and plan to work on this block out concept, adding more foliage around it and e xtend it out further, I may have the back pillars drop slowly but I'm happy with it as a block out to develop as I think it would help bring the foreground into the rest of the scene.
Question, are you using Unity's Post Processing? If so, is it okay to ask what settings you tweak to achieve this look? Thanks
I really like what you've done with the minimalist design and execution of the environment, but have to agree with @Carabiner that the character isn't yet jiving with the environment.
I've actually been thinking over this exact thing and I completely agree, I'm going to rework the texture work of the character and move to something more flat colour based / gradient work, and probably increase the vibrancy of the character too! If you guys have any example of characters that would be awesome XD.
Visual styling often comes down to the simplification and exaggeration of various visual elements. I think you should focus on a more defined and readable silhouette if you really want this guy to fit in the world. You could exaggerate volumes and simplify some shapes in the silhouette to match the linear style. Or perhaps go the opposite direction and push / exaggerate the round forms so he stands out from the BG (in terms of shapes). You could also apply that idea of simplification and exaggeration in texture if you're not willing to step back in the pipeline on this guy.
Minimalism is all about visual communication in its simplest (and appealing) terms. You've done a great job with that in the environment. Try to apply similar logic to the character.
animation is hard, thinking of creating some animation breaks between rounds having some fidgets going, kind of like crash bandicoot ones
Having some trouble picking between the left and right slime animation , left one has more volume squishing but less overall stretch, right has better hang time at the top of the jump
Foliage update. Next step is to add some simplified butterflies and birds and really try to hammer home the environment is alive, then i may add some super simple background elements like a small wooden ship floating by
I've done something similar in UE4 but I'm still trying to work it out in Unity. Proving difficult to find information!