Thursday, September 4, 2014

Photoshop - Green Grass texture




This is a 128x128 pixel texture that I created for a Unity project to serve as a placeholder grass texture.

I created the texture by taking a blank white layer, running a filter to create a "canvas paper" effect with faint lines running across it. I rotated the image, sharpened it, and created a green layer above it. I used that green layer and applied a brushstroke-style filter over it to create the painted effect with the green. The rest is a matter of finding the right values I need to make it look how I want it. When I finished, I offset the entire image by 5 pixels and smudged the wraparound line so that the texture can tile seamlessly with itself. With more experience I'll be able to remember the names of some of these filters and plan some more complex textures. I'm pretty happy with this one for now though.

Wednesday, March 26, 2014

Unity3D project "Aetherworlds" prototype 5



I started some 3D models and textures. I modeled the little houses and created one of the rocky textures myself, the tree and the other textures are free open source textures I found on the internet. I hope to make more of my own models and textures in the future, although for now I'm focusing on placeholders.

Thursday, March 6, 2014

Photoshop Creation - Generic Green Bricks



I fired up Photoshop, hunted down a couple of texture making tutorials online and tried my hand at making something. I was experimenting with different options for making tiled brick-style textures, and I decided to use the color green. I learned how I could use different layers of different shapes and opacity to create layered levels of detail on my project, in this case those layers are the color layer, the beveled tile rectangle shape layers and the dirty filter over everything. Next I'll try making something a little more practical.

Tuesday, February 25, 2014

Unity3D project "Aetherworlds" prototype 4




Here's the next video demonstration of my Unity3D project. Spent some time trying to figure out some little things like basic lighting and shadow options, camera rotation, proper UV scaling, and how to adjust an objects mesh render without having to move its collider along with it in order to create simple animation effects.


-Fixed shadow draw distance and shadow bias (the player is now connected to their shadow)

-Added controls for 90 degree camera rotation (pressing Q or E rotates the camera around the player 90 degrees)

-Changed specular grass material to "diffuse" to prevent massive glare at certain camera angles

-Added particle effect when collecting orbs

-Added "bobbing" effect to orb renders

Monday, February 17, 2014

Unity3D project "Aetherworlds" prototype 3



I managed to get collectible orbs into the world, as well as a counter displaying how many the player has collected. Between the tags, triggers and UI updates I now have a framework in place to really advance the playability of this game.

Wednesday, January 22, 2014

Unity3D project "AetherWorlds" prototype 2



Here is another video for a Unity3D project I tried out. I found some free public textures to work with so that I could play with object UVs and getting things situated on that front. I tweaked some settings like run speed and jump height for a while, I found a balance that seems to work but I will probably need to tweak it more.

Sunday, January 12, 2014

Unity3D project "AetherWorlds" prototype 1



This is the first prototype of a project that I'm working on in Unity3D, current working title "AetherWorlds". As you can see, it's pretty bare bones. I can move the blue cube and make it jump on the basic terrain that I've imported.

Bounty Hunter Arena Prototype 1




This is a Starcraft 2 mod I was working on called Bounty Hunter Arena. 2 teams of 4 players choose 3 units at a time, each with an ability to use (such as shields or force fields). Players would take those units and battle the other team and allied AI marines for gold. Players could then use that gold to spawn reinforcements. It had a pretty simple UI but I managed to get 6 unique units working.