Post any Unity related small art work in this thread for feedback.
I dont think this was a nessasary change, I liked be able to see it all in one threadā¦ Okay then. Carry on.
Weāll see how it goes. If it does not work then I will merge the threads
I thought that having a separate art / game thread would lead to some more indepth analysis and critique. I hope it ends up happening.
Does the art has to be showcased only in case that it uses unity and not any external renders,engines?
It would be much better if it was. If you are doing a high poly and are bringing it into unity then it would be great to see both side by side.
6thousend ~ Upcoming RTS-RPG Diary
Actual Alltime Webplayer: https://dl.dropbox.com/u/88222575/6thousend_playing_field_test.html
Ok, so after reading much rules and news I hope and think itās ok to post here - because some people asked me to put webplayers online to follow the progress of 6thousend. I donāt know how to update here and I also think it does not make sense, so for general updates visit my blog shown in my signature, please.
6thousend will be an free, offline rts-rpg for pc - influenced by Blade Runnerās asian touch and the quietness of 2010. You will start on a single plate (completely darkness, just some kind of bengal firework) and be able to do housing and terraforming (after hard hard work hehe), hack and slash oriented stuff. This way you will build your own world. Sure this concept will force to be a mmorpg later (later means around next 1000 years after reading more tutorials and having more frustration with not working things).
Of course there will be a character moving around in this whole mess. The character will hopefully have a completely new way of handling. Controlled by mouse, but not only stupid walk-stop. I hope to get rid of my idea to control the character more detailed by mouse. concept is done and the technical part is not that impossible in my mind.
2012July26
The emergency plate has 4 cells atm. You could choose (yellow hover) and click them (red mark). Clicking a cell will open the building menue. At the moment the aviable plates are set to 5000 for testing. To place a new plate just click next to a plate to place another one. The final game will have extremly other dimenstions. This dimenstions (really small plate with only 4 cells) ist just for testing.
Snapping functionality and rts building placement
Itās not a scriptbased snapping and placement function. No use of raycasthit, no position counting stuff or something else. Every new placed plate is independend through prefab swapping, to avoid broadcast effects from clone to clone. The dummy buildings are prefabs that could have additional scripts on later to force counting up values or activate other effects.
Nice work Priske! The hand looks great.
His nose seems very flat. Doesnāt have to be wrong. just a bit unusual
The overall head topology could need some tweaks http://www.polycount.com/forum/showthread.php?t=80005
I think itās a good idea, myself, but Iām not sure about the execution.
A lot of my stuff isnāt just art, or code - itās usually a mixture thereof. While that would fall into the purview of the other thread, the question has to be askedā¦does it?
Without a webplayer, my gameplay system shots are just that - screenshots. Thatās art. That belongs here.
I think this is a potential source of confusion with this system. I applaud the effort to split things up to be easier to watch, but I think it handles better all in the same place. My two cents on that one.
Anyways, Iāll post some art in this thread a bit later - I need to work on treasure chests tonight.
I canāt know but guess itās kind of asian touched topology. I had that stuff in school, donāt know the right english term - in german itās translated āfrontal dashed faceāā¦ lol sorry but itās called that.
The hand is ok. But the whole head structure looks pretty off IMO.
Important rule for modeling and sculpting. Have always a rock-solid base before you start with details.
As promisedā¦a very basic, Zelda-like chest. I need to build a latch for the lid, and create an icon for an āopeningā action when the player gets close enough.
Iām also working on redoing my grass. Again. Grass is so hardā¦
So I think this belongs here, but please tell me if it does not.
Logo for an almost done game:
Let me know what you love or hate.
Head seems fucked up.
Itās cute and all. But you have dropped shadows for eggs that floating in the airā¦ And those shadows pointing all in a different direction, which makes the whole picture inconsistent and wrong looking.
Youāve stolen cuppsters thunder!!
Any who, should be interesting to see if people stick to the new format, good call on the kick starter ball buster
carry on, np
ehmā¦no!!!
Number 1 rule is to avoid n-gons. triangles doesnāt matter, they are even needed if you want a good deformation on organic models. Remember your mesh will be triangled anyways in any engine you use!
calling the test finished. Still no good normals, no good specular. one texture 1024 x1024 for interior and one for exterior.
Very Nice, Schlumpfsack!
I miss the tiny version so we can see it āfrom a distanceā like you had in a previous version.