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Showing posts with label ArtAsset. Show all posts
Showing posts with label ArtAsset. Show all posts

Monday, 19 December 2016

Simple Rock Formation

Didn't manage to get much done this weekend to be honest. I've very good reasons for that. First I got to deal with some sh**. That took way too long. Then some of the stuff I've been attempting didn't turn out quite as well as I hope. Guess they will never see the light of day, until I improve them of course. What I've been left with, are a set of very minecraft-ish square rocks. I decided to play with them anyway to see how much I can do with them, with other stuff I've done in the past few week naturally. This is what I've end up with, an autumn version of the pine forest, and a volcano/lava-cavern thing?

Autumn Pine Forest
Volcanic Rock Formation

It's surprising that how much you can do with what is essentially a few slightly textured cubes. I especially like the rock formations in the autumn scene. And the autumn color theme looks really nice. Probably better than the originals. Shame I don't have any more time to layout the scene better. I think the placement of the rock is too random as it's now. But it will have to do for now.

So that's it for this week then. I'll carry carry on where I've stopped next weekend... or probably not? I'm contemplating about taking a few days off. We'll see.


Monday, 12 December 2016

Water!!

It's that time of the week again. Without delay, my creation of this week are:

Island
Shallow Water
The theme of the week is of course, water, as the title of this post suggested. It''s quite obvious why that is the case. Not much to say about the scenes really except that I'm quite happy with the way they turn out. I have my doubt about doing anything that involve water when I started making this kind of scene. Glad all those time spent looking for idea and researching pays off.

Anyway, with this weekly posting schedule, I'm starting to worry at the day when the my production-rate/learning-speed/creativiy-juice can't keep up with my next idea, if I haven't run out of idea. Beside, I could really use the time to really play some game. In fact, I'm desperately in need of that. Well, we'll see how it goes when the next weekend comes.

Sunday, 4 December 2016

Bloom!!

Another weekend, and I've been exploring more about what I can do with these low-poly modeling scene creating thingy. I'm really really enjoying doing this. So much so that I'm start to look forward to weekend to work, not for the usual respite.

Anyway the highlight in this week, bloom! Specifically, the 'bloom' image effect. Well, I've never pay too much attention to image effect in the past. Partly because I don't really need them in all my past work, partly because I never put too much emphasis fancy graphics. But I thought I try to play with them a bit, in an attempt to make the my new crystal glow. And this is what I've got:

without glow
with glow (expand the image to really see the difference)
Satisfied with what I've got, I went on and test it on everything I've got. Now I'm convinced that almost everything can be made better with a little bloom effect. For instance:

definitely looks better than before in my opinion.
Anyway, apart from the crystal scene above (yes I made those crystals), I've also made this:


Honestly I'm not entirely sure what I was going for with this one. Something with sharp pointy rocks, in a alien environment? Hasn't turn out as well as I like but I still think it's a good try. Maybe I'll need to do more study about making a decent rock formation.

I'm not sure what I'm going for next. I like to try something that involve water but I don't really have any idea how to do that. Either way, that's it for this week. Looking forward for next.


Sunday, 27 November 2016

More Low-Poly Scenes

It has been a blast making the low-poly scene I posted last week. And I've throw myself at it again this weekend. These are what I have for show:

Pine Forest
Desert
Canyon
Jungle

The first scene is very much a remake of what I have last week, using the improved, remake asset. The rest are new obviously new. I've spent a great deal of time working out how to do the rock and cliff. The result speak for themselves! Or so I think. 

Anyway, it's been a tremendous fun working on this. I can barely contain myself with excitement looking at how things turn out. Can't wait for next weekend to see what else I can come up.


Saturday, 19 November 2016

Low-Poly Scene

Took the day off to try my hand on something new, just for a change of pace. This is what I manage to come up with:



So yes it's my feeble attempt to create a low poly scene. I create all the asset myself and that took most of my day. Obviously there are still a lot of room for improvement. It's my first attempt after all. But consider the amount of time I've spent, I'm pretty pleased with the end result. Maybe a camp fire would have add a lot more to the scene. The best thing is, I tried adding my modular unit asset to the mixed and they fit in perfectly (imo anyway)!


At any rate, I look forward to spend more time on this and see what else I can come out with. Maybe this will become my weekend project.

Wednesday, 9 March 2016

New Update for TBTK and TDTK



Following my last week post on the new asset that I've made, and the fact that I've been putting it to good use in the latest update of TDTK, I've been working on doing the same for TBTK. Now I'm pleased to announce that the asset update on TBTK is done as well. With any luck, the new update is already up on AssetStore by the time you are reading this.

Unlike the update on TDTK, this update on TBTK actually contains more. First, if you are a long time user of TBTK, remember that it use to have collectible item before version 2.0. Well now it's back again. You can now procedurally generate (during both runtime and edit mode) or manually place collectible item on the grid. I recon it has a better application than the old system. Instead of just a simple effect that is applied on the unit, you can link a collectible item to ability which can do all sort of stuff. For instance, repair all friendly unit, damage all hostile within range. You can even have a wild card item that can trigger random abilities.

Along with the collectible system, I've also added some extra 3D model. It's not as fancy as the tank or turret. They are just a series of container/parts that are meant to replace the old freighter set. Like the old asset, they can be stacked. And they works pretty well for the most part with the new vehicles.


That's about all the major stuff I've been working on for the past few days. Hope you like what you see. Now this is done, I'm going to see what sort of progression system I can add to TDS-TK.

Tuesday, 1 March 2016

Pretty Pretty Things! (Tanks and Turret)

So I've teased about making a new turret and unit set in my last post. This is pretty much the follow up post. In short, it's done! Voila!


 

They looked gorgeous don't you think. Well, maybe it's just me but I'm extremely pleased with what I've come up with. Objectively, there can be no arguing that they are miles better than the current tank and turret set I'm using for TDTK and TBTK.

If you are wandering, they have a very low poly count and works well with Unity's dynamic batching for the most part. You can probably tell from the images that they are modular. Parts are interchangeable so you can create different units to a certain extent. The best thing is, the color are not texture dependent. You can change both the main and secondary color on the fly in Unity. You can even apply some wacky styling by applying a 'mask' texture, with result like the images below:



At this point you may think they are great and ask if there's any chance I will release them? Yes I would. Right from the start, I plan to include the set in TDTK and TBTK as a replacement to the old unit set. In fact, I've already updated TDTK to use the new unit. Hopefully it is live on AssetStore by the time you read this. I've yet to done the same to TBTK but it shouldn't be long until I do. Just need to take care of a few other updates before I commit the update.

Anyway, the set will be available as a stand alone package on AssetStore at some point (Depend on how long the review process take). I plan to add more stuff to the set yet. Feels like there are something missing, drone or transport container for instance.


Wednesday, 23 December 2015

TopDownShooter-ToolKit


Apparently I've never make any announcement post for my latest release on AssetStore. To make it up, I hereby announce that TDSTK is now live on AssetStore. And so is the subsequent update v1.1. Now I won't go through what TDSTK can do here. You can simply get that from the TDSTK main page.

Truth be told, TDSTK start from something I work for fun over the weekend. I'm quite happy with the way it turns out. It has a very flexible system that allows a lot of synergy between the weapons, effects, ability and collectibles. Any effects (damage, stun, slow, damage over time, etc) can used for any weapon, ability and collectible. Weapon can fire abilities, abilities usage can be set to behave like collectible or weapons, Collectible can grant weapon or ability or modified weapon behaviour and so on. It's not the same thing but it feels so much more free form and powerful then what I've done in both TDTK or TBTK.

The fact that I spent almost as much time playing the demo as I worked on it is a testament of how fun the mechanic is. Or I'm just so deprived of the simple pleasure of playing a simple top down shooter game that I find a simple demo so fun. I guess the new visual direction that I went for helps too. There's a strange satisfaction when every time when I shoot at something and it shatters into pieces. If you are sold based on what I've described so far, try play the demo yourself. You can find the link at the TDSTK main page.

Some of the behind the scene screen shot for the demo
On a more technical side, the implementation is objectively better. Most of this won't be immediately obvious to the user but it will be a lot more easier for me to maintain, update and expand the toolkit in the long run. For a start, the code for the editors are better organized and it support multiple instance editing when it can. Then the UI is done a lot more efficiently, drastically reduce the amount of code required. I'm planning to apply all this new techniques here to both TDTK and TBTK.

Of course, there's plenty of room for improvement and expansion. I can see myself adding support for some sort of character progression system, or inventory system, taking it very close to being an action rpg framework. A very exciting prospect indeed. What I'm trying to say is I will definitely trying to experimenting and adding new interesting feature in the future. Basically Just like what I did with TDTK and TBTK.

Finally, some shameless self-complimenting. The new tank and turret set I've made for the toolkit, quite nice aren't they? 


Monday, 24 March 2014

MechCorp Asset Update (24th March 2014)

I know my update has been slow lately. Been trying to work on MechCrop as much as I can, while keeping up with the support and update of TDTK and TBTK. It doesn't help that I got sick for a few days. 

MechCorp has taken quite a leap. I've give the most of the game element a lot of thoughts and redesign, mech customisation, combat system, UI, etc... I thought I've done a lot but there's still so much more to do. I guess I will talk about it when everything has come together. Anyway here's some new mechs and weapons model.




Saturday, 8 March 2014

MechCorp Asset Update (7th March 2014)

Textured the mechs for MechCrop. I'll just let the image do the talking...






Monday, 24 February 2014

Asset Update for MechCrop




Finally got the first batch of light mech model textured. Pretty good I say, with thanks to Tommy Wong, a totally awesome and talented guy who actually done all the hard work UV map and texturing it. Do check out his port-folio at cg-hub, there's some amazing work there.

It's been a slow week due to the fact that I've been distracted by other paid gig. But I'm steadily making progress. Currently I'm in the process of nailing down the mech modification system. After which I'll be moving on to the pilot's leveling and perk system. Overall, still a long long way to go...


Thursday, 5 December 2013

Status Update (Civ5 is addictive as hell!!)

So I've been working on a new project on my spare time. Correction, so I've been playing civilization5 all the time. I have no idea how on earth I still manage to find time to do some work each day. I'm pretty sure I've spend way more time than I should have on it. The problem is the game is so darn additive. I started on Friday evening. 'Just one evening', I said. Before I know it, it's Monday morning and I cant feel anything below my waist, I have to pick one of my eyes up from my desk...  Now, I'm terrified just at the thought of booting it up.

It's a strange feeling. In the game, I raise civilisation span thousands of years, shape history, build wonders. I feel like I have contribute so much for the humanity. But in real life, I'm actually wasting a lot of time, doing the most worthless thing I can do with my time. Still, it's hands down one of the most entertaining and educational game of all time.

Anyway, I'm indeed working on a new project. It's sort of a XCom, FTL hybrid turn based game. Yes, TBTK will be the core component. And yes, this is what TBTK is intended for all long. AssetStore is just an after thought. Well, a very early after thought. If you have been following this blog, you will remember that I've been posting image about some mech model. And so you might have guess this new project will have mech. You are absolutely right. I'm building an army of mech. Normally at this point, people will show a bunch of concept art about the mech design. But I'm going to skip that and show the actual model instead. So this is a taste of what to come:


  

These are not all of course. But the rest will have to wait. I'd love to show some game screen, or even a playable prototype. Unfortunately none of that is ready. But if I manage to stay off civ5 long enough, I should be able to put something together. Hopefully I 'll get to talk about that soon.

Friday, 8 November 2013

Status Update

It's been a hectic time for the past few weeks. Many thing happens. Not necessarily bad things. But professionally speaking, they are chores that disrupt productivity. I end up feeling like I could have done a lot more in that particular period of time. Buy hey, you got to have some life outside work right?

Anyway, the perk system of TBTK is certainly taking shape. I'm still not very sure of it. Wondering if I could do more. For now, it's just some optional upgradeable that modify the unit stats. But in that respect, it's pretty decent. Almost every stats of the unit can be altered via perk. Of course there are also some other ideas that I'm playing with and hope I could make it work for future update. But to prevent false hope, I'm not going to say what are they.

Also something that has been coming, I've started working on a full game of my own. I'm slowly building the prototype, testing with various design idea as I go. Hopefully it turns out to be fun. Let just say that it is sci-fi theme and it has got mechs. While I wont show anything about the prototype, I've got a few models that I've been working on from time to time. Figure I could finally use them in the project. These are what I do when I don't feel like coding. It's a nice change of pace. Like the turret set and tank set I've done, these made to be a set and modular in nature so the pieces of mesh can be interchanged.



Now, if only uv mapping and texturing isn't such a pain...

Sunday, 26 May 2013

Modular Sci-fi Tank/Vehicle Set

An image is better than a thousand words so I'm just going to show this:


I think it's my finest asset creation yet! The TDTK demo and example will be getting a face lift with these. I'm current working my ass off on it to get the next update out asap. It wont be long now. The new demo is going to look awesome. Very exciting indeed! I hope now the visual aspect of the demo can really do the supported functionality justice.

As usual, all these is modular and subject to dynamic batching. However since there are too many mesh and UV to fit into one texture, two is used instead. So unfortunately the number of drawcall has been increased by "100%" from 1 to 2. Ops... But I do hope that the addition of two drones model would make up for it.

This is all for now, I hope to show them in a better light with the actual gameplay of TDTK.

Finally, in different colours:



And there are more color combinations of course.


Friday, 17 May 2013

Modular Sci-fi Freighter

The latest addition to my art-asset creation is finally done. It's slight less exciting than stuff with guns but I imagine it should be useful anyway. There's another tank set on the way so everything will compliment each other nicely. It's done with the similar style with modular turret set I've done earlier. So is the tank set which is in progress. The grand plan is to make everything that fits when place together so there's a complete asset pack that contains everything. That means vehicle, building, props, etc. The current plan is to make a mini-game using TDTK for demo purpose. But I have hope that in the near future I could utilise all this to make some kind of stand-alone strategy game. A continuation of RTS-X perhaps.


As you can probably see it's modular like the turret set and it can be mix and match in a different way. For support/transport vehicle, I guess the 3 option of each changeable part is more than sufficient to create a good variation. The container can also be used as a props so I think it's pretty cool. Like the modular turret set, it's low-poly and share single texture and material. That should help in keeping the drawcall down when used in large quantity.


This will be in TDTK in the next update, along with the tank set when it's done. I'll also submit a stand-alone package to AssetStore. Right now, I just cant wait to get the tank set done and put them all in TDTK and see them all in action. If only I can get enough time on my hand...


Monday, 13 May 2013

Status Update

I havent been working on things I intended as much as I like recently. By things I intended I mean my own project like new model and TDTK. I thought that after I release TDTK 2.2.1, I can quickly make another set of models or two to further update TDTK. Unfortunately other things like my part time job has taken much more time than I expected. It's very annoying if I'm honest.

Still, I guess I'll show what I manage so far. So I've been working on some vehicle model to be used as the sample creeps for TDTK. The idea is very much similar to the turret-set I made. Sci-fi theme, modular, low-poly, and as flexible as possible to be used in a wide variety. However I have to say these are a bigger pain than the turrets. It's hard to create a vehicle base that looks good on it's own and with a bunch of add on. I end up spending a lot more time than I do for the turrets. Here's a sneak peak:


And here's the individual part break down:


Mind you that is not all of the parts, at least I still haven't really got to the guns yet. And I think I'm still missing some elements if I'm to use this for TDTK. For instance, flying unit and splitting unit. So there's still some way to go. I've also done a lot of optimising to keep the vertices count down. All the parts, (as complicated as some of them may seem) are below 300 and thus subjected to dynamic batching when in Unity. However I don't think they will shared one material as I will certainly struggle to get all in texture in one UV map.

Well, we will see.

Friday, 26 April 2013

Modular Sci-fi Turret Set - Now On AssetStore!


It's now officially live on AssetStore!

Also, it's now included in the released TowerDefenseToolKit full version! 

This is the flexible, modular and extremely low poly sci-fi turret set I mentioned in an earlier post.

If you already owned a copy of TDTK, you can find this included in the latest version of TDTK (v2.2.1f). If not, feel free to check it out via the link above or visit the official forum support thread. You can see these towers in action in this TDTK demo.

Please post any comment/feedback regarding this turret set here at the official forum support thread, thanks!

Sunday, 21 April 2013

Modular Sci-fi Turret Set


The picture has said it all, hasn't it?

Yes, this is the continuation of the modelling work I mentioned before. I've finally done the UV mapping and texturing. I'm really really pleased about it. I think it look really good. Far more better than what I expected when I first work on it. Now I can integrate this with TDTK and make a proper demo out of it. Also this means I've some what mastered the know how (in my mind), I can start making my own asset for my own game. It's an exciting prospect that's for sure. However I'm not getting ahead of myself yet. For now, I'm just gonna build some simple stuff that could goes into the demo TDTK. But who knows, anything can be useful down the line.

Anyway, regarding the turret set. I've probably said it but I'll say it again. It's made to be as modular as possible so allow mix and match of different part to create many variant of towers. Also, it's extremely low poly. The maximum vertices count for each individual mesh never exceed 300. And they all share one material. This mean they can be dynamically batched in run time when used in Unity.  See the picture, pretty awesome eh?

One drawcall! For so many things!
I've also make several textures using different color theme so when making actual prefabs, it's possible to use parts with different color for a single tower or make different towers with different color theme. In case you asked, no I didn't quite make towers using different part yet. I'm too lazy I guess.


Finally, here are all the parts in current set. As shown in the image below, it consists of one base, six turrets variant, six guns variant, 2 radar panels (or whatever you make it to be) and one special missile pod made specifically to fit in one of the turret. On a second thought, I should have make one or two more missile pod.


Anyway, I'm thinking of releasing this as a stand-alone asset package on AssetStore. We'll see.