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Shaders

October 11, 2011

Here are some realtime shaders I put together a while ago using ShaderFX. I was inspired by some of the environment shaders in Uncharted. Many of the textures are simple placeholders.

Terrain Cover

Uses a base texture with a surface detail texture depending on the geometry normals. This is modulated using a heightmap multiplied by the green vertex channel.

Water

First one is just a scrolling normal map and mask over a tinted base texture and a rim colour.
Green UV channel = wash mask

Second one adds a normal map based UV offset distortion.
Green UV channel = distortion
Red UV channel = wash mask

Third one uses a base normal map and a drips normal map multiplied together.
Green UV channel = base normal + specular + water tint
Red channel = + drips normal

Terrain Cover Shader:

Water Shaders:

Water Distortion:

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Pangolin Character

October 9, 2011

Character concept for a Unity game inspired by what I think the Sonic the Hedgehog series should have done in 3D.

PangolinHe can curl up into a ball and run really fast thanks to his “run-really-fast” shoes.

 

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Mountaineers

January 13, 2011

Mountaineers

I originally made this guy in about 4 hours as a player character for an unfinished “AIE MiniJam” student game. The game unfortunately didn’t eventuate, it was done on the last two days of school.

Inspired by a very low spec. character art test I did as part of a job application. I took a couple of days to fix the mesh up some, re texture and rebuild the rig.

The final model including the pack is exactly 400 tris, textures are 128×128 pixels for the man and 64×64 for the pack.

Texture, wireframe, etc @ http://abstractionaut.carbonmade.com/

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Cannon Fodder: Unity Project

December 16, 2010

So this is a thing I’ve been working on as part of my major work and research project for the Game Art course (Adv. Dip.) I recently completed (at AIE). The character ‘Jools’ is from the old Amiga game Cannon Fodder, which I’d been thinking about as a game design exercise.

Try this thing I made

You’ll need the Unity player to run it. If you have a recent version of Chrome it’s included. It’s a fairly painless process for Windows. Just download and run the file, it’ll automatically install and reload the tab without having to restart the browser. For Mac users it seems a bit more awkward, having to download and mount an image, then manually install. :/ Sorry guys.

It began as a simple real-time animation blending test (I just wanted to try out Unity) but Unity just made it too easy to start adding character movement and assets. I’d never touched javascript before this and the scripting is basically the result of trawling the various Unity support sites or googling things like “unity 3d ray cast screen” or “unity 3d move to cursor”.

It’s probably about two weeks worth of work in unity, including the environment assets. The character was probably about 2 weeks too. He’s about 8,000 tris. including all his gear.

You’ll need a reasonably decent computer to run it smoothly. I haven’t done much scene optimisation. It’s still a work in progress but my computer died recently and I’m in the process of having it replaced.

Stay Tuned. More Soon.

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Game Art Showreel 2010

December 9, 2010
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