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Post by uberwiggett on Feb 4, 2017 4:09:49 GMT
absolutely lovely! I have geovox on steam but be buggered if I could figure out how to export it to a usable terrain!
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Post by hamzah on Feb 4, 2017 5:17:42 GMT
Woaa man, this is insanely beautiful, try baking lightmaps, it will take it to whole another level :D
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Post by Deleted on Feb 4, 2017 12:15:01 GMT
Awesome video!!!!!! How did you do the buildings you were showing in the vid, you kept going up, you were climbing and walking stairs? That's a puzzle on its own
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Post by Invector on Feb 4, 2017 15:08:58 GMT
I clicked the picture of the horse like 3 times, really gorgeous stuff! Great work
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Post by dreadlord on Feb 4, 2017 15:40:11 GMT
how do you do the advanced climbing with the wall rolfy ? is it multiplayer? is the horse from horse animset pro? Great pics by the way!!!! :D The wall climbing was real easy, I simply swapped out the ladder climb for a wall climb animation and then positioned the Invector triggers, found you can climb as high as you place the end climb collision target so you can fit it all perfectly to any wall. Single player with combat and puzzles. The horse is from Animset pro as you guessed, it opens up a lot of gameplay options. The only problem I have had with it is getting the Invector footstep working with it placing hoofprints, every attempt seemed to result in Unity crashing on me. I put it aside for now till I can take another look.Thanks Do not put too much work in the Horse. Malbert is very close to big update. Footstep included. Or look at this thread: invector.proboards.com/thread/181/footstep-system-generics-error-vtriggersoundbystate
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Post by rolfy on Feb 4, 2017 23:19:38 GMT
I never heard of Geovox so took a quick look, yeah it seems a lot of folks have found it hard going with Unity. I use Voxeland for some terrain work, for me it is easier and quicker to design in the editor and not have to manually set up occlusion,LOD levels etc.
Yep! I just want to hold off on it till I am sure I have all lights where I want them.
Voxeland for terrain and cave, then flesh it out with props and obstacles.
Thanks!
Thanks for the heads up! really liking that screenshot entry you put up, nice color palette.
Video showing early prototyping with Invector melee combat.
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Post by nerdares on Feb 5, 2017 21:10:26 GMT
This looks great! Man I really need someone to tutor me about level design in my game haha.
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Post by shadex on Feb 6, 2017 3:42:38 GMT
Are you in deferred linear? Kinda looks like forward gamma, but it's hard to tell. Also i would add a low level bloom above tone mapping, as it will flush out the details of your amazing geometry, and really helps distinguish metals against not metallic and new vs old things. Your also obviously good with lighting, so again, bloom enhances good lighting. I wouldn't do baked light maps if your going deferred, better to setup spot lights and run real time shadows, as it's actually cheaper processor-wise, believe it or not. The actual artwork is impressive, and really well done. I love the ruined pillars. The bricks look out of place though, everything else looks sharp, but the bricks look like they where a lower texture resolution or something. A quick cheap trick, is to add the diffuse texture in the detail slot, and optionally add a normal map from a cracked wall or something to the normal slot, it usually removes tessellation, and makes things look a little sharper by adding another pattern of detail.
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Post by Legion on Feb 10, 2017 1:06:16 GMT
How did you manage the cloak? I'm having problems with ragdolls and visual artifacts in shadows. Are you using Unity Cloth, Obi Cloth or...?
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Post by granada on Feb 20, 2017 18:07:50 GMT
Hi rolfy,just thought I would drop in here so I can feel up to date with this work.looks great so far.
Dave
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Post by rolfy on Feb 20, 2017 20:57:25 GMT
Hi Dave nice to see you around here @ shadex using deferred, though I might change that up due to shader requirements. Thanks for the tips, any advice from experienced users is pure gold to me at this point. Legion Currently using Unity cloth sim, previously I used a trick I taught myself using dummy arrays attached to vertices with cloth simulation in Max (you cant export vertex animation from stack modifiers such as cloth or morph) and I was able to play it in tandem with locomotion animations when triggered. This had the added bonus of being very performance friendly taking out the cloth calculations at runtime and perfect collisions. I still find the Unity cloth a bit funky and plan to go into it deeper when I get time. The video below is of my very first build in Unity showing my own character using looped cloth anims concurrent with locomotion a bit before I discovered Invector and Unity cloth. Cloth sim is way exaggerated when character is running but it was simply a proof of concept at the time. I will have more to show of recent attempts in near future. Thanks for all advice and critique. rolfy.
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Post by granada on Feb 22, 2017 1:55:05 GMT
More nice scenery to look at,lovely.have you changed the walk animation,looks a bit like a old man walk from behind.
Dave
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Post by shadex on Feb 23, 2017 21:38:11 GMT
Hi Dave nice to see you around here @ shadex using deferred, though I might change that up due to shader requirements. Thanks for the tips, any advice from experienced users is pure gold to me at this point. Legion Currently using Unity cloth sim, previously I used a trick I taught myself using dummy arrays attached to vertices with cloth simulation in Max (you cant export vertex animation from stack modifiers such as cloth or morph) and I was able to play it in tandem with locomotion animations when triggered. This had the added bonus of being very performance friendly taking out the cloth calculations at runtime and perfect collisions. I still find the Unity cloth a bit funky and plan to go into it deeper when I get time. The video below is of my very first build in Unity showing my own character using looped cloth anims concurrent with locomotion a bit before I discovered Invector and Unity cloth. Cloth sim is way exaggerated when character is running but it was simply a proof of concept at the time. I will have more to show of recent attempts in near future. Thanks for all advice and critique. rolfy. By any chance, do you have a good tutorial on Unity Cloth? I am looking to make a cloak similar to the one your character is wearing. Haven't figured out how to use the cloth script yet, just been messing around with it from an animated banner i had. Everything looks really good man, especially for a PoC. Not sure what your target sys requirements are, or how much time you spent on the art work. So feel free to ignore this next part if it doesn't apply. Your textures are all differn't resolutions, for instance the mountain is a complete blur, the cape is super high res, and the character is medium res. For me i noticed when you make huge jumps in texture resolution on anything your shifting focus on (cape to character's undersuit or Character to interactive object) it makes it feel confused, and almost blurry. One thing you can do, is say you have a 512 x 512 texture and your character is 2048x2048 and you really want to use that texture.... in materials take the texture and normal map and add it to the details part and scale it differntly (some times larger works good, sometimes smaller works good). It essentially removes the tesselation or repeating patterns if i spelled the word wrong! and allows you to use a smaller scale (more detail) so its not blurry. it's also 60-70% cheaper then going up a resolution. Also your materials "metalness" are set wrong. For instance the stone pillar things on the bridge look like the smoothness is cranked to high, and set to metal alpha instead of specular alpha. Despite that, the graphics do look really nice, and it's already begaining to look like a good indie dev steam game. Love the walk animation as well. I think Maximo's zombie pack has a really good limpy run animation as well, if your looking for one.
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Post by sickscore on Feb 25, 2017 13:51:46 GMT
I love the artstyle!
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Post by Deleted on Feb 25, 2017 13:57:15 GMT
Looking awesome Dude!!! Reminds me of Assassins Creed, keep up the good work :D
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