Hello all
Can someone post a link too the best graphics made using Unity please?
Thanks
Mr Sweet
Hello all
Can someone post a link too the best graphics made using Unity please?
Thanks
Mr Sweet
that is very subjective
Sure, i’ll make it more simple, think Gears Of War and other hi-end games.
I know Unreal3 is a powerful engine, but interested to see how far user’s have pushed Unity
Thanks
Andy
I think it’s mostly not a question of engine capabilities. So far no one (as far as I know) used Unity on a 10-20 million dollar budget game. And as majority of game’s budget goes to making artwork, well, you have it that most Unity games don’t have that amount and quality of artwork as big AAA games.
Indeed, artwork is largely a matter of budget. Unity doesn’t have a terrain engine comparable to what Crytek and id have, but aside from that if you had the artists and money there’s nothing stopping a Unity game looking as good as anything shipping.
(Which is to say Unity is probably a year or two behind the Bleeding Edge, because id, Epic, and Crytek aren’t developing shipping titles right now, they’re developing stuff that will ship in 1-2y.)
I found this: http://forum.unity3d.com/viewtopic.php?t=10486
it looks like bioshock in my opinion, really snazzy, but most of us are very little teams and since we don’t have huge budgets we develop casual games etc although some of us are very good and can push it.
Ohh and this:http://forum.unity3d.com/viewtopic.php?t=10277
Yeah, the first one is awesome.
The second one is great and all, but I could really tell it was a Unity creation. Also, bizarre gameplay. But still really well done.
My game has the best graphics
http://crank-dev.fuelindustries.com/zombies/TestDrive.html
Hahahahaaaa ZOMBIEIIEEEEEEESSSSSSSS!
:lol:
Sorry … couldn’t resist!
I always wanted to make a zombie survival game, not the “entirely for spooks” kind e.g. silent hill but as in good 'ol fashioned zombie killing without thinking.
(but does that make me a zombie?!?!?)
The problem is that quite a few people here aren’t specialized in 3d graphics, but rather coding (I’m the polar opposite ). As a result their games look simple, with simple models and textures, and very well coded. Take a look at Traces of Illumination. It’s simple in the graphics, but very good on gameplay.
There are some graphics features that aren’t available to Unity yet, but for the most part, I don’t see myself having a hard time with the graphics pipeline…the question is whether or not Unity is limited in performance compared to Unreal and Cry. Although I suppose people here forget to optimize their scenes with LOD’s and that there lies the problem.
And then there’s the case of everyone here making their games for iPhone and low end hardware. Oh well.
I would just like to see, just see, someone here make a tech demo (a REAL tech demo for REAL hardware) and just go nuts with the shaders.
I’d do it, but I’m short one license for Unity. And even then I would want the Pro version (that way I can use the power of the all mighty real time shadows). Not to mention busy. :evil:
Nice work, and thanks for the link.
Was after some outdoor scenes also, points above very true but i’m sure like the link posted a small team could produce some hi-end with with this cracking software
Cheers
MrSweet
P.S. We are working on some outdoor stuff, will post more details next year
]
Well it can also depend if you have indie or pro, in pro you can use shadows etc but some people who have indie are really good at faking it. Hope to see it soon!
http://kinelco.com/unity/Tranq_character.html
Heres something I worked on to test Unity, Its not great, needs work in places and nothing too fancy shader wise apart from normal maps and a bit of rim lighting.
The character is 5k pollys so should run in many game setups.
Like you noticed with others, we’re also focusing on a few iPhone games for the time being.
The Tram level and Shop fronts are really nice examples of environments, kudos
Nice work…
I’m aiming to equal AAA game titles, but I’m just a 14 year old kid with Unity Indie, some really talented professionals who want to help (you’re welcome to as well), and all the time in the world to finish it.
All of the stuff rocks, but I think Indie is better in some ways, like keeping performance up by not even having realtime shadows. Having them encourages their use all over the place, causing framerates to drop on simple machines like my Mini.
haha! dude I’m 14 as well
That seems like a good thing, but I’ve learned the opposite is actually much better. Get something out the door and in the public’s eye - you will NEVER learn faster than when your baby is thrown to the wolves. Your second or third game will invariably be 50x better than your first. Given that, if you do want to take a long time to develop a game (and there’s nothing wrong with that if you don’t have rent to pay), why would you want to waste all that time on your first game instead of your second, better game? Build a few small games for public consumption then move on to the one you really want to do.
I agree, this is good advice, also if you’re planning on making AAA looking titles then you need to keep on top of technology, take too long and you may find that your artwork and techniques you used 5 years ago are no longer AAA.
Give it a few years and realtime shadows and many other techniques be expected rather than considered a luxury, technology moves fast, very fast and along with that so do expectations.
I wish you all the luck in the world as you younger guys will be making the games I’ll be playing in my old persons home
Thanks for the advice!
@starmanta/Kinl: We’re going as fast as we can, it’s just a slow process.
@Alec: We should be working together, not competing! Seriously though.
As a note, Alphas and Betas will be here as soon as I have them. Hopefully I can get a lot of those little things worked out before a public release.
maybe in the near future we can help each other out