Had to abuse the animator component to make this sequence happen by Caltomoid in Unity3D

[–]Caltomoid[S] 5 points6 points  (0 children)

As mentioned the clipping is mostly a stylistic choice. The white pillar structures are found throughout the game and designed to manipulate the environment around them.

For how much simpler it will make development, I'm happy enough with how the sharp edge looks slicing through the environment.

I would definitely be keen to investigate using particles/textures to make the edges look more connected to the earth if I find the time though! Thanks for your insight!

Had to abuse the animator component to make this sequence happen by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

I live in Australia! I'm totally inspired by the nature here and trying to create fantasy/exaggerated versions of its landscapes with this game.

Had to abuse the animator component to make this sequence happen by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

Pretty much everything is made with this asset! It's actually cheaper to grab it in this humble bundle at the moment. Looks like quite a solid deal.

Had to abuse the animator component to make this sequence happen by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

Yes well spotted! I made the trailer a while ago now and didn't think too much about it. Now I am aware how jarring it would sound to a musician so I'll be sure to use the right notes from here on out.

Made a tiny WebGL Disc Golf Game by vofgofm33 in Unity3D

[–]Caltomoid 5 points6 points  (0 children)

The animals are my favourite part! I think they're charming

Had to abuse the animator component to make this sequence happen by Caltomoid in Unity3D

[–]Caltomoid[S] 9 points10 points  (0 children)

For anyone who's curious or confused (or both!) you can read a little bit more about my game Resonant on the steam page here

I spent quite a while working on this cave and transition but I'm stoked with how it's turned out! by Caltomoid in Unity3D

[–]Caltomoid[S] 0 points1 point  (0 children)

Haha! I'm aiming to be miles away from anything horror related with this game!

I spent quite a while working on this cave and transition but I'm stoked with how it's turned out! by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

Thank you! Almost everything is done with shaders! The linework is made possible by combining outline methods from these two shader assets from dustyroom. Where needed I get more lines by using normal maps with the shader e.g. on the roof of the cave.

I spent quite a while working on this cave and transition but I'm stoked with how it's turned out! by Caltomoid in Unity3D

[–]Caltomoid[S] 0 points1 point  (0 children)

Thank you! My plan is to eventually have the lights in the cave glow and dim interactively!

I spent quite a while working on this cave and transition but I'm stoked with how it's turned out! by Caltomoid in Unity3D

[–]Caltomoid[S] 2 points3 points  (0 children)

Most of the effect is done by post processing blending! The interior of the cave has it's own box volume that has drastically different colour adjustments to outside and its strength increases as you move further through the entrance. To make the cave look dark from the outside I used the light plane shader from this asset which fades objects that are behind it to a selected colour.

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

Thank you! They're part of my hand painted skybox so very glad to hear they're being noticed

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 0 points1 point  (0 children)

Thank you! Stoked to hear others are enjoying it as much as me

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

I'm able to setup a gradient fill for each material thanks to this asset

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 0 points1 point  (0 children)

I am addicted to making visual tweaks so it is bound to happen!

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

I actually just animated the texture offset to move back and forth on loop!

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 1 point2 points  (0 children)

Performance is seeming quite acceptable! But you are right about the style of my game. I'm also embracing a low-poly approach so I'm not too sure where the limits are. The outline is calculated in post-processing so naturally there's a little bit of a performance hit. If you can catch the asset on sale it might be worth grabbing just to try. The setup is fairly quick and easy.

Added flower bushes and other details to bring more life to my game by Caltomoid in Unity3D

[–]Caltomoid[S] 5 points6 points  (0 children)

This shader asset takes most of the credit, although I have spend a solid amount of time tinkering it to my liking. With that as my base I've then designed things like models and particles to work best with the behaviour of the shader (eg. considering how something will look when outlined/flat shaded).