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Mountains

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Mountains last won the day on May 16 2016

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About Mountains

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    Stockholm

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  1. https://www.instagram.com/p/BPIaIAAvs/
  2. Actually for 3d game ...I thing.. old sega game name ''Virtual On'' type refined game projects... will be more realistic for small teams or learning issue. make 3d games really hard for one people you know... = creating gameplay, coding, animation, modelling, effects, art design etc... I tried before make different type 3d game 3-4 times but for one people, waste of time. Its basically suicide but you can make nice 3d game with small team. Minimum 4-5 people for 3d game... Artist-designer, Modeller, Coder and animator. Be easy to learn... Bushido blade
  3. Another one.
  4. Thank you very much OcularCash and SmokeyKilla
  5. Hi guys and girls ! I have a problem with... low poly works. This type modelling is wrong for low-polygon ? MAYA I want to make cartoony looking environments but ı don't understand something or... Why can't make soft edge for low poly or black sections isn't problem or ı don't understand how to make low poly ? We using hard surface ? Yes ım never make low poly works !!! seriously Thank you...
  6. Hahaha ! Thank you guys
  7. Drawing with my finger :)))
  8. Thank you guys Star Wars from my old instagram page. and some pixel hahaha.
  9. Its old - 2013 (Line art) incomplete concept but now... Im Redesign this things... for 3D... BABY : (ORIGINAL) OLD VERSİON . BONUS : MOTHER
  10. Digital Art Process : Sketch
  11. Thank you guys
  12. Thank you. SmokeyKilla, Beanster, gecko, AdsCryptoz First one biomechanic evil, devil This one .... Cthulhu speaking : Im not f... king kong idiots... 16.08.2015
  13. 15.08.2015
  14. OcularCash, geckoo, YoungDeveloper, themars2011 thank you soooo much
  15. Hi... guys and girls whats up ? How to do I make... enemy collides with the player and screen shake ? I find this script (screenshake) but ı don't understand how to work... thank you :=) using UnityEngine; using System.Collections; public class CameraShake : MonoBehaviour{ private static Vector3 originPosition; private static Quaternion originRotation; private static float shakeDecay = 0.002f; private static float shakeIntensity; public static IEnumerator Shake(Transform t){ originPosition = t.position; originRotation = t.rotation; shakeIntensity = 0.3f; while (shakeIntensity > 0) { t.position = originPosition + Random.insideUnitSphere * shakeIntensity; t.rotation = new Quaternion ( originRotation.x + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.y + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.z + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.w + Random.Range (-shakeIntensity, shakeIntensity) * .2f); shakeIntensity -= shakeDecay; yield return false; } } public static IEnumerator Shake(Transform t, float i){ originPosition = t.position; originRotation = t.rotation; shakeIntensity = i; while (shakeIntensity > 0) { t.position = originPosition + Random.insideUnitSphere * shakeIntensity; t.rotation = new Quaternion ( originRotation.x + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.y + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.z + Random.Range (-shakeIntensity, shakeIntensity) * .2f, originRotation.w + Random.Range (-shakeIntensity, shakeIntensity) * .2f); shakeIntensity -= shakeDecay; yield return false; } } }