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JamesArndt

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Everything posted by JamesArndt

  1. This last week I've been migrating my website over to a new web host. I've decided to put up some of the artwork I've created over the years. These are items that have never seen the light of day, and offer them to you all for free. I am not using them, so no point in hording them. I intend to keep digging through my backups and adding new content as I go. http://fatboxsoftware.com/resources.html
  2. This is a free low poly alligator with associated 2D Texture map. The mesh averages about 1,700 triangles in density and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. The assets are free to be used in any commercial or non-commercial project and to be modified freely. Please feel free to subscribe to my channel to get notified about new [FREE] Unity art assets I upload. Download is in the video description.
  3. No problem. I hope it's useful.
  4. Thank you! They aren't too realistic as they were hand painted and in sort've a stylized way. They are very optimized for mobile so they have that going for them. They also use a mobile-optimized shader that allows using a "damage" decal that a person could swap out in real time. The logic behind this was if a dino get's damaged or wounded in a fight, or becomes dirty or muddy, all of that is possible in a simple shader.
  5. This is a pack of low polygon dinosaur 3D meshes and associated 2D texture maps. Each dinosaur averages about 3,000 triangles and uses a 1024px texture map in PSD format. I've included a CC License file in the folder containing the Unity package file. Please feel free to subscribe to my channel to get notified about new free Unity art assets I upload. Follow through to a video demo of the assets. The download link is in the video description.
  6. Yeah that's very true. I could do a future update and just add a "General Lee" variation car to the pack. Maybe if it's controversial today it might cause some interest that way.
  7. UniCar is a system set up with simplicity in mind. This is not a scientifically accurate physics simulation of real world car handling or tire frictions. This was designed with arcade style driving games in mind, parking games, arena combat games and the like. If you're going for the next Gran Turismo this isn't the package for you. http://u3d.as/14xA The monster truck physics are really fun.
  8. A really large set of highly optimized vehicles meant for mobile platform development. 16 different vehicles each with 3 LODs. All wheels are separated and have proper pivot for either code or animation rotations. I decided to put up a $10 donation button to help cover costs for hosting and some of the work done...this comes out to about $.65 cents per vehicle! Follow through the link to more detailed information on the entire pack. http://fatboxsoftware.com/low-poly-car-pack
  9. Starting working with Substance Painter for the first time in actual production. I have to say I really love it for the PBR workflow. I started working on implementing a Marine Corps emblem for the main menu background. I am still seriously lacking in the composition of the main menu so I am open to any and all feedback or opinions on that. https://www.youtube.com/watch?v=KV0e8NVjLeQ
  10. Thank you! If you played any of the demo, please send me some hateful feedback! I'm kidding, but hey feedback is like cheeseburgers or nachos to me, I need it.
  11. Hello everyone. I'm introducing my prototype "shoot em up" build for feedback from the community. I've put together a work-in-progress web site to upload builds, do development blog posts / tips, share imagery and videos from the prototype and to get feedback directly from the community. Platform will be Steam for PC and Mac, with a secondary focus on a mobile version. http://thepacificwar1942.us/ I've also set up a Google form so that anyone who plays the prototype can give their initial thoughts, suggest any features or mechanics, or let me know if they feel something is missing or just plain doesn't feel right. https://goo.gl/forms/8MVEGGbW1llt9Ob62 These are a few images of a F4U Corsair I had created early on for the demo. Take into account this is a distant camera shoot em up, so the models are optimized to low polygon counts. This is also to aid development later on when there will be many moving 3D models on screen at any given time. Youtube Playlist of Development Diaries https://www.youtube.com/playlist?list=PLssEzxXKmS8FLCfiUDb7om2BsO1TX8Q9R
  12. In this video I discuss the theory of LODs and demonstrate Unity's implementation of them via LOD Groups. Included is a mobile optimized classic car model with (3) LODs. http://www.youtube.com/watch?v=wkxT7xT0NYU Image of the free vehicle model with (3) LODs. Here is the download link for the the Unity package : http://db.tt/H2TAczI5 Please feel free to subscribe as I'll be giving away free content in a majority of my tutorial videos.
  13. Well the hill isn't part of the package and was really an afterthought to what I was really trying to highlight. I think that hill was about 3 minutes in Maya.
  14. I used a custom shader that I created that allows using the alpha channel as a color mask. No need for multiple materials or anything.
  15. This is a Formula One Race Car designed for mobile game development. The entire model is 4,000 polygons and uses a single 1024x1024 for the chassis/decals and a single 512x512 texture for the tires. The texture file comes as a layered PSD with fully customizable decal and logo layers (high resolution section). The asset is delivered as a Unity package file and separated FBX models and textures for use in other software. The Unity package also comes with the bonus mobile car paint shader (rim reflection, etc)! This asset is ideal for your racing game projects and a great performance benchmark asset. Check out the asset on my Asset Store: http://fatboxsoftware.com/unity-shop/4574957484/formula-one-race-car---mobile-optimized/10454023 Link to a GIF turnaround animation: http://db.tt/ChyGe0Cu Try out a WebGL demo at this link: http://dl.dropboxusercontent.com/u/16956434/MobileF1RaceCar/index.html
  16. Thanks guys! Yeah what use are cars if you can't drive them? I am thinking a traffic system would be useful as well...just demo a bunch of cars managing themselves through a city.
  17. Pretty handy set of mobile optimized vehicles for Unity. Also comes with complete vehicle physics integration for Unity 5. Perfect for traffic games, racing games, city building games and racing games. Knowing this is the ArmedUnity community and FPS's are the thing here, they would come in handy for your mobile FPS games as ambient background vehicles...might need a little grunging up though http://igg.me/at/dailydriverpack/x/2305754
  18. Super Kart Racing for PC has been in development now for a few months. Mostly time porting code, creating new art assets and setting up the new project database. http://www.youtube.com/watch?v=w3j5a0xvXSQ&feature=share If you're interested in keeping up on updates in real time here is a link to the official Facebook page : http://www.facebook.com/Super-Kart-Racing-345003288854776/
  19. The culmination of a few years of working with vehicle physics in Unity (since the 3.xx versions) and I've got them working in Unity 5 really well. Check out the demo. UniCar Official Website
  20. M9 Handgun Asset Completed Completed the M9 handgun asset today. This is her secondary weapon. Link to Youtube HD video turnaround: http://www.youtube.com/watch?v=VQXCUrHkKnM
  21. Brand new M4 Carbine asset. Sarah will start the story with this weapon. Here are some preview images and a video turnaround : https://www.youtube.com/watch?v=FXO-RKXCr2s
  22. So this is happening today. I am only one person, so some folks might debate the need for a GDD. I come from a studio background and that's just the way we worked, so I do what I know. This is about 4 pages of a 20 page document so far.
  23. Work in Progress: I've been working now for 3 days on the main protagonist "Sarah". Finished up her modeling and UVs on the first day. Day two consisted of laying down basic texture/color sections and starting to lay down some base patterning on those areas. Day three was bringing into Mudbox and sculpting some folds in clothing. I also used Mudbox to begin laying down some texture details in the skin and shirt. I have about another 2 days left on this character. I have to create a tactical sling/holsters for weapons. Some cool new news: I've now teamed up with M. Goodrich. for character design. As a side note : I have not touched the boots or arms/chest are for texturing or sculpting.
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