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Johannes last won the day on October 26 2017

Johannes had the most liked content!

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246 Excellent

About Johannes

  • Rank
    Sr. Member
  • Birthday 10/26/1993

Profile Information

  • Gender
  • Location:
    South Africa
  • Interests
    3D Design (Modelling , Rigging , Animation, Texturing) Environmental Design (Location Placement, Fauna Placement, Map Design ) ,Gaming , Football.

Recent Profile Visitors

1,696 profile views
  1. Theorem

    Really nice trailer good job!
  2. Simple 2 Day FPS

    These issues dont seem hard to fix, especially for someone as experienced as you, dont think you'll have any real issues. If you wanted to you could make a fun full featured arcade shooter like this.
  3. Simple 2 Day FPS

    That was really fun! Good job. Liked how smooth it felt.
  4. Grunt1914

    Hi guys, its been a while since I posted here. I'm happy to say this project is still moving forward my team just hasn't had enough time lately to work on it but now we are making progress again. I have updated the main post.
  5. Same. Paint.net with plugins is more than useful.
  6. Alien Ant World: Recruiting

    @Theantman Your game looks like crap, it plays bad, you are using the default UI and you obviously have no experience or skill in creating video-games on any level. Yet here you are bashing people who are way ahead of you in the industry. This game looks like something out of the 90's that even then would've looked bad, you have no artistic direction here and your attitude obviously isn't helping. This is easily the worst project I have ever layed eyes on and I wasn't going to say anything until you started bashing people on here for trying to help you.
  7. Topdown wave survival game

    Looking good
  8. Low Poly Skateboard

    I'm just asking Nah I was more looking at the wheel I think itll look weird but if that works for you thats cool. Overall the topology is good.
  9. Low Poly Skateboard

    Looks cool, why so many sharps though? Wouldn't an edge modifier work better?
  10. MCDONALDS ZOMBIES (Third Person Shooter Android)

    This is like a copyright bomb right here. Chucky fighting Ronald fighting Rambo.
  11. E.D.E.N. Station

    Yeah, probably would make fun level to play. This level of graphic detail ins't really game ready though. Shooting it frame by frame takes away the lag, I have something like 250 shadow casting lights in the scene. All the textures are 2K or more.
  12. E.D.E.N. Station

    Hi guys, I recently partook in the Unity #Neonchallenge competition that Unity is currently hosting. This was my submission, called E.D.E.N. Station : https://connect.unity.com/p/e-d-e-n-station And here is my final video : If you guys enjoyed the video please leave a like on my submission page, it helps allot.
  13. Grass by blender for unity ?

    Depends on how you want shaders to react, for this one use standard surface.
  14. Grass by blender for unity ?

    Add this shader to your grass and adjust the variables for the desired effect. This is meant for 2D grass but it does still affect a 3D mesh like yours. Shader "Transparent/Cutout/Self Illum Diffuse Shake" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _ShakeDisplacement ("Displacement", Range (0, 1.0)) = 1.0 _ShakeTime ("Shake Time", Range (0, 1.0)) = 1.0 _ShakeWindspeed ("Shake Windspeed", Range (0, 1.0)) = 1.0 _ShakeBending ("Shake Bending", Range (0, 1.0)) = 1.0 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert alphatest:_Cutoff vertex:vert addshadow sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; float _ShakeDisplacement; float _ShakeTime; float _ShakeWindspeed; float _ShakeBending; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void FastSinCos (float4 val, out float4 s, out float4 c) { val = val * 6.408849 - 3.1415927; float4 r5 = val * val; float4 r6 = r5 * r5; float4 r7 = r6 * r5; float4 r8 = r6 * r5; float4 r1 = r5 * val; float4 r2 = r1 * r5; float4 r3 = r2 * r5; float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841} ; float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587} ; s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w; c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w; } void vert (inout appdata_full v) { float factor = (1 - _ShakeDisplacement - v.color.r) * 0.5; const float _WindSpeed = (_ShakeWindspeed + v.color.g ); const float _WaveScale = _ShakeDisplacement; const float4 _waveXSize = float4(0.048, 0.06, 0.24, 0.096); const float4 _waveZSize = float4 (0.024, .08, 0.08, 0.2); const float4 waveSpeed = float4 (1.2, 2, 1.6, 4.8); float4 _waveXmove = float4(0.024, 0.04, -0.12, 0.096); float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1); float4 waves; waves = v.vertex.x * _waveXSize; waves += v.vertex.z * _waveZSize; waves += _Time.x * (1 - _ShakeTime * 2 - v.color.b ) * waveSpeed *_WindSpeed; float4 s, c; waves = frac (waves); FastSinCos (waves, s,c); float waveAmount = v.texcoord.y * (v.color.a + _ShakeBending); s *= waveAmount; s *= normalize (waveSpeed); s = s * s; float fade = dot (s, 1.3); s = s * s; float3 waveMove = float3 (0,0,0); waveMove.x = dot (s, _waveXmove); waveMove.z = dot (s, _waveZmove); v.vertex.xz -= mul ((float3x3)unity_WorldToObject, waveMove).xz; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG } Fallback "Transparent/Cutout/VertexLit" } I recommend using a solidify modifier on the grass to have the faces always visible.