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#1 (permalink) |
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New Member
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[Unity] Caves
I created a modular cave system for Unity. Modeled and sculpted in Blender, rendered normals in XNormal, textures in Photoshop. Comments and critiques are welcome and appreciated.
DIY Cave Environment - Assets Preview and Walkthrough - YouTube |
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#2 (permalink) |
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Amateur Artist
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Good start
I think a lot of work still needs to be done though. Few recommendations, try avoiding having triangular corridors, makes it feel cramped only on the upper half of the character. If a cramped feel is what you want, try having a more rectangular corridor with a highish roof. Also, where is some of the blue and orange light coming from in the tunnels? There's nothing there to give off light but you have torches elsewhere in the environment. Why not use them (for the orangey lights)?For future reference, try not to show every object you created for the environment. I kinda got bored of seeing prop after prop for 2 minutes. I wouldn't put the tunnels in there as you'll be walking through them anyway, might be best not to do a turntable for objects that have no faces on the back as there's no need to see the back. One last thing, if you want to do turntable stuff, try it in blender or a rendering program like Marmoset Toolbag as you'll get a much smoother motion instead of (what it looks like to me) using your mouse to rotate it. Sorry if I sound harsh. It is a good start ![]()
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Graduate Environment Artist (currently looking to break into the industry) http://www.andybaigent3d.com/ Last edited by AndyJB; 12-01-2012 at 05:29 PM. |
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| caves, rpg, unity, unity engine |
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