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[FINISHED][Unity 5] Ambiant scene & light - The Hope Room

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Protokoll_Studio polycounter lvl 4
Hello Polycount,

Since our last project ("Chase The Rabbit VR" - http://polycount.com/discussion/186694/unity3d-game-chase-the-rabbit-vr#latest), we want to improve our skills with Unity. 

We made this following scene with Unity, Blender and some textures found on the web.
We want to make an ambiant scene to test some features with Unity like the light. Here, we used an emissive light and we have tested some physics on the water and the result is just exciting for us. 

Maybe it would be a good idea to had some vegetation on the wall. What else ?
It would be a pleasure to read your comments & critics :)



Have a nice day

Protokoll Studio

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  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Here is a another picture of the scene:


    We are currently adding a mist hover the water.. We will keep you in touch

  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Hi,

    Here is a little update about our scene. 

    As you can see, we want to make a little island with some rock and a tree.

    The tree will be made with Blender. Same for the rocks

  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Hi guys,

    Here is a little update about the first version of a stone model. 

    We don't want to make a photorealistic/realistic stone but we want to learn how to make a normal map and a displacement map.
    The next version will be to optimize the stone model: a stone with more faces. Better to look at.

    Any advice or critics ?

    Thanks :smile:

  • Michael Knubben
    Right now it's hard to give you much feedback simply because everything's in such a rough/early state.
    A few notes though: 'optimize' usually refers to making things more performant, so that'd be less polygons. Ofcourse you want to give this stone more shape now, I'm just making sure you understand what people say when they tell you to optimise, as it may come up later.

    You already brought up normal-maps and a displacement map, but I'd say: leave that for now, and look into PBR materials. There are some great tutorials on the Polycount wiki that'll bring you up to speed, but roughly: you'll want an albedo (colour) texture, which you've currently got, and then additionally you'll need smoothness, AO, metallic and normalmap textures (this is assuming a normal Unity shader).

    The Wiki will also tell you how to make these, but in short: you'll probably want to look into Substance Designer, 3d scanning, or pre-made textures.

    A displacement texture is usually reserved for just a few materials in current games, so it's a bit of a luxury, and honestly wasted on a material where the 'base' textures aren't well-crafted.
  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Right now it's hard to give you much feedback simply because everything's in such a rough/early state.
    A few notes though: 'optimize' usually refers to making things more performant, so that'd be less polygons. Ofcourse you want to give this stone more shape now, I'm just making sure you understand what people say when they tell you to optimise, as it may come up later.

    You already brought up normal-maps and a displacement map, but I'd say: leave that for now, and look into PBR materials. There are some great tutorials on the Polycount wiki that'll bring you up to speed, but roughly: you'll want an albedo (colour) texture, which you've currently got, and then additionally you'll need smoothness, AO, metallic and normalmap textures (this is assuming a normal Unity shader).

    The Wiki will also tell you how to make these, but in short: you'll probably want to look into Substance Designer, 3d scanning, or pre-made textures.

    A displacement texture is usually reserved for just a few materials in current games, so it's a bit of a luxury, and honestly wasted on a material where the 'base' textures aren't well-crafted.
    @Michael Knubben
    We really appreciate your feedback. It is really helpfull ! Thanks

    Yeah, the "optimize" word was not the perfect word to describe what we want to do with the stone.
    We are going to read and test the PBR materials. It seems to be very useful.

    We will keep you in touch :)

    But thank you again ;)
  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Hi guys,

    I tried and test some PBR materials. And it is really interesting and cool to test.

    So, here our new mesh with a pre-made PBR material :


    The material on our rock mesh. We've added some displacements on it with Blender :

  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Here is an another update about our scene.

    We made a tree with Blender and exported to Unity :


    As you can see, some leaves are weird and there is no texture for the trunk. 
    We will do that later :smile:

    Have a great day
  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4


    Here is a new update about our scene.

    We need also to rebuild the light and the shadow but we are proud to have this result.
    What do you think ?
  • Protokoll_Studio
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    Protokoll_Studio polycounter lvl 4
    Here is our final result from our scene : 

    https://www.youtube.com/watch?v=Rl-U9iY7B9Q&t=9s

    With this little project we learned how to use : Light, Emissive Light, PBR Material, Animation, UV Mapping and the tree generator.
    Next step : Improve more and more our skills with Unity and Blender :smile:

    Thanks for your feedback
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