Interesting that you're using SSAO in Unity - I've always found it to be a performance-killer more than anything else. For terrain and larger meshes, Beast is usually good enough, and for movable things, a frankenstein'd point light with a projector/multiply shader sufficed. The extra lighting can even be faster than the SSAO.
Also with the thick fog/dust particles you've got going, I reckon the Unity sun shafts would look fantastic coming over those rocks!
The environment looks fantastic though - keep up the good work!
I took off the SSAO because its not compatible with the particules effects,I dont want use beast the shader effect dont work with .Its a shame by the way,and make beast quite innoperant
otherwise I dont have a limit ,because its played on only one systeme
with 16 g0 ram ,an ssd hard drive and a very good graphic card
Beast can be tricked into working with most shaders (all the ones I've tried anyway). Set everything to a simpler shader, bake, then revert back to the shader you want to use. Make a copy of everything you don't want to be baked in beast, and move the originals way out of the way. Then bake selected the objects that you want and the copies of the objects.
Then delete the copies, put the originals back, and revert the shaders to the ones you want to use. The lightmaps are kept, and in a scene like that (the green rocks and the gold sand), it could look fantastic.
The world looks fantastic - can you post some videos of it being played when you can?
@Skummel
no I use the presets materials ,essentially the reflective/bumped specular and the bumped specular except for the outside ground the its a strumpy shader
How the hell did you get such a great looking enviro? Unity makes everything look bad for me. This looks great so far!
If you look closely at the inspector panel, he uses a lot of of the very fast and powerful realtime post processing filters on the camera to great effect. This is how you tweak the look a lot, both in RT and in regular renders for film and tv. Unprocessed 3D mostly looks quite stiff and dull.Try to load a complex scene like the Substance Trailer or Angrybots in Unity and play around with these filters on the camera. I just wish these filters would work on iOS and Android!
Great Job by the way to the OP! Your insectoids look good!
great updates with ndo, didnt realise it plays well with baked normals? your uvs must be very flat with very little bend or stretch in those areas I guess?
Replies
What aniso level are you using? textures looks so sharp and clean! How did you acomplish that??
Also what shader are you using?
@ next
yeah ,its the spirit ,my inspiration its the battle at fort wisky scene
I try to not much copy for the critters
@ dogzer
for the presentation ,I use a 2048 diffuse this explain it look so sharp
I use a 1024 ingame
for the shader its a custom shader made by the strumpy shader editor,
a free nodal editor for unity
thread on unity forum
http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-4.0a-Massive-Improvements
I look forward to more.
high polys
an the lowpoly
I have meet some difficulties with Xnormal and the AO baking
I lost a lot of d
unity render
http://img651.imageshack.us/img651/2645/flyingcritter06.jpg
someone worked on animation and behavior right now, the programming part in itself is nt started
a wire
Nice work though.
Its a rearm pod ,send behind the enemy lines
would go for the classic rucksack approach
its true it looks like companion cube but its a crate and it should be throw behind enemy line
the use shaped the object ,its work for me
more art, a troop transport
for my the asymetical one is better
I got some baking issue on the top edge
high poly
first the old outpost
still texture wip
need more details (hatch,vents) in the texure
a proper detail NMR and of course a door (make appart)
critics are welcome
thanks
back on vanguard
the last critter
and a quick view of the envorronement (still wip)
Also with the thick fog/dust particles you've got going, I reckon the Unity sun shafts would look fantastic coming over those rocks!
The environment looks fantastic though - keep up the good work!
lot of post prod effects
@Brendan
I took off the SSAO because its not compatible with the particules effects,I dont want use beast the shader effect dont work with .Its a shame by the way,and make beast quite innoperant
otherwise I dont have a limit ,because its played on only one systeme
with 16 g0 ram ,an ssd hard drive and a very good graphic card
a flat of the outpost
and some ingame screenshots
Then delete the copies, put the originals back, and revert the shaders to the ones you want to use. The lightmaps are kept, and in a scene like that (the green rocks and the gold sand), it could look fantastic.
The world looks fantastic - can you post some videos of it being played when you can?
the practice target
and would love to see the flats
for the rocks i planned to reworked it, my first idea was a obsidian stone but its look not mush like that
we back on tracks for this game ,frezzed since 6 month now
environnement update
I have reworked almost all rocks (some old remains) ,I have planned to rework the ground ,add some vegetation and little rocks
an some new props
highpoly and baking by benjamin walravens,texture and shader by me
a reworked big critter
and a little new one
thanks for viewing
second environnement ,very early wip
no I use the presets materials ,essentially the reflective/bumped specular and the bumped specular except for the outside ground the its a strumpy shader
If you look closely at the inspector panel, he uses a lot of of the very fast and powerful realtime post processing filters on the camera to great effect. This is how you tweak the look a lot, both in RT and in regular renders for film and tv. Unprocessed 3D mostly looks quite stiff and dull.Try to load a complex scene like the Substance Trailer or Angrybots in Unity and play around with these filters on the camera. I just wish these filters would work on iOS and Android!
Great Job by the way to the OP! Your insectoids look good!
starting the big one
with this variation
the highpoly sor far very still wip
update ,low poly and baking done (almost )
6000 tri
~t
I start to love ndo2 ,not enough time to work on it
some other area will be most tricky