The difference in art style might be a problem, but I would think that the difference in shape would mean that people might see it as a good way to add some variety for enemy or alien cultures. I could offer multiple textures / art styles to make it more compatible with other assets.
The only problem I see is visual compatibility with other assets. If you have enough assets of an unusual style, that’s fine, but if all you can find is one or two, or half a dozen, it’s not enough to make it possible to introduce that style as a relatively unique element of your game. Again, I’m not 100% certain, but when it comes to making money in a particular market, I think it’s good to study it very carefully and not go against a proven formula unless the reasons for it are very sound.
I’ve been thinking if this should go to art or to programming thread, still not sure. Here’s my procedural skybox for Unity/HDRP, made entirely of code and of a star texture.
The shader renders atmospheric scattering of a planet, it is based on a scientific paper by Nishita. Only single scattering is implemented. Everything is done in realtime, all parameters can change every frame, including camera altitude, sun elevation, atmosphere properties etc. Getting about 150fps in 1080p on my GTX970. Spectral rendering and postprocessing is used in the video.
For those interested, this pack has been approved and is now for sale
https://assetstore.unity.com/packages/3d/vehicles/land/lowpoly-carpack-american-muscle-133638
Hello, i decided to make this artwork when i was scrolling some sites for inspiration and i found a couple of works that inspired me on this idea. This is a Terra-Bot, he has a glass terrarium with mushrooms on his top, four legs and a big green power button on his back also in the terrarium he has clovers and stones. Thank you :)3791222518694ab7a852c680677c4743
I am going to recontruct scene in ancient chinese painting.
Because I am writing a thesis about use Unity engine for landscape visual simulation.
And restore structure(bridge,wall,building) using Yingzao Fashi published in Song dynasty.
Original Painting
Site Plan
(Sorry. I don
t know how to translate terms to english. So it
s chinese.)Bridges and their cad.
Wall and its cad,too.
@AkiraWong89
Thank you so much.
It should be finished in April next year.
Remaking the grass and small plants while I do the terrains.
Also I think I found a way to use Segi for my real time nature wich is great!
Some more progress! This was just to see how my grass looks on the terrain, will have to properly paint it later.
I’ve not stayed up to date here on the forums so pardon my late reply but I’m interested in helping. I’ve only done some smaller fps-prototypes, mainly focused on my main (hack n slash) project for far too many years now-- anyway, send me a PM if you’re still working on this and if you’re still in need of programmers and we could see if I’m of any use!
literally just hit submit to submit my latest asset to the store, been a blast to make
he should be on the asset store soonish completely with set up materials and a quick example scene
I like your work and the way you present them, but I think that some of these assets are lacking the right kind of detail for the way that they are used. Especially in the images where the rocks are far away, they still look kind of the same as they do up close. For cliffs and such I’d recommend a much simpler silhouette with the details popping out as your approach it up close.
That’s a good advice, I’ll keep note of it on my next pack. I mostly did the cliffs from clumping up small rocks in to them, also I am adding smaller details on my map now so it doesn’t look so barren.