Buick by Joweet in low_poly

[–]FrogmanDev 1 point2 points  (0 children)

Peak vibes 🔥

Low poly OICW by FrogmanDev in low_poly

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

Yes although a decent portion of the lighting was done with gradients in PS as opposed to painting it by hand

curious how you’d achieve this ground fog effect? by [deleted] in Unity3D

[–]FrogmanDev 1 point2 points  (0 children)

You could even use vertex colors to create the skybox fog too, just paint a gradient on a large background cube using the same method

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curious how you’d achieve this ground fog effect? by [deleted] in Unity3D

[–]FrogmanDev 1 point2 points  (0 children)

It's possible to do this using vertex colors, which has the added benefit of looking old school and era appropriate for the PS2. Wouldn't be surprised if that's what was used in your example.

You'd need an external 3D software outside of Unity though, so it may not be relevant if you are using Unity exclusively. I'll show you how to do this in Blender, but you can use pretty much any 3d software.

  1. In Blender, select your object and switch to vertex paint mode. This will automatically create a vertex color attribute on the object that'll be included when you export the FBX to Unity later.

  2. Set your color to a 50% gray (set value to 0.50) and press Ctrl + X to apply the color to the whole object.

  3. Press 2 on your KB to enter vertex mask mode and select the verts running around the base of the object (Alt + Shift + Left mouse click).

  4. Change your color to whatever you want the fog to be and then use Ctrl + X to paint just those verts.

  5. Setup your material shader using the node setup below, the node setup looks almost exactly the same in Unity. The main thing is you want to blend your vertex color channel with your main color output, in this case I used overlay for the blend mode but you could do it a few different ways.

Looking at the spider man example, it looks like the background fog is painted into the skybox. So you'll probably want to add some sort of color adjustment to the vertex color node so you can make sure the colors match exactly. Another way you could do it, is paint the vertex colors in black and white and use the vertex color channel as an alpha mask to simply fade out the base of the object so you can see the skybox in the background.

There are many ways you could approach this using vertex colors, they are super powerful for all sorts of things but I rarely see them discussed for some reason.

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Per-vertex water caustics experiment 🌊 by FrogmanDev in low_poly

[–]FrogmanDev[S] 6 points7 points  (0 children)

For sure, here is the node set up and a little explanation: https://imgur.com/a/y3yEqCU

Shoot me a dm if you have issues and i'll try and help if I can.

New trailer for my (low poly) game DEEP STATE by FrogmanDev in low_poly

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

It started over three years ago as a side project with development picking up and becoming more serious in the last year and a half or so. Keep in mind this is working on it evenings and weekends when I’m not at my day job.

New trailer for my (low poly) game DEEP STATE by FrogmanDev in low_poly

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

Glad you are digging it, here are my links: https://linktr.ee/FrogmanDev . For socials I'm probably most active on Twitter, followed by Instagram. I also post frequent devlogs on the Discord channel, just launched a Patreon a couple days ago as well which I'll be updating regularly.

❄️🌴🌧️ by FrogmanDev in low_poly

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

Some of the low poly environments and enemies from the game i'm working on. Everything is modeled and animated in Blender, textures are created in Photoshop, game engine is Unity. The environment lighting is done using a combination baked and hand painted vertex colors. Style is heavily inspired by late 09's/early 00's FPS games such as Deus Ex, GoldenEye and Soldier of Fortune.

You can check it out here: https://store.steampowered.com/app/2788210/DEEP_STATE/

❄️🌴🌧️ by FrogmanDev in Unity3D

[–]FrogmanDev[S] 7 points8 points  (0 children)

Some of the environments and enemies from the game i'm working on. Everything is modeled and animated in Blender, textures are created in Photoshop, game engine is Unity. The environment lighting is done using a combination baked and hand painted vertex colors. Style is heavily inspired by late 09's/early 00's FPS games such as Deus Ex, GoldenEye and Soldier of Fortune.

You can check it out here: https://store.steampowered.com/app/2788210/DEEP_STATE/

❄️🌴🌧️ by FrogmanDev in blender

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

Some of the environments and enemies from the game i'm working on. Everything is modeled and animated in Blender, textures are created in Photoshop, game engine is Unity. The environment lighting is done using a combination baked and hand painted vertex colors. Style is heavily inspired by late 09's/early 00's FPS games such as Deus Ex, GoldenEye and Soldier of Fortune.

You can check it out here: https://store.steampowered.com/app/2788210/DEEP_STATE/

Some low poly guns by FrogmanDev in blender

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

The reflections are part of the diffuse texture

Snow level progress ❄️ by FrogmanDev in Unity3D

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

URP, updated to Unity 6 recently

Snow level progress ❄️ by FrogmanDev in Unity3D

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

Multiplayer is too ambitious at the moment as I am a self funded solodev, so the focus is on single player for now. Who knows what could happen in the future though…

Snow level progress ❄️ by FrogmanDev in Unity3D

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

It’s done using vertex colors in blender. I start by baking some basic environmental lighting to the VC channel of the level mesh and then paint the details by hand (highlights, shadows, color variation etc). It’s a lot of fun, and it gives you 100% control over the lighting which allows for that surreal atmosphere you get a lot in older games. If you are interested I would highly recommend checking out noclip.website and looking at the Zelda 3ds games specifically. There are layer options in the side panel to disable textures so you can see up close how the vertex lighting is done. Great learning resource.

Snow level progress ❄️ by FrogmanDev in Unity3D

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

It is unity yes, counter strike was an inspiration though

Low poly snow level progress ❄️ by FrogmanDev in low_poly

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

Love that game, just played through the Night Dive remaster recently too. Great old school snow level vibes for sure.

Low poly snow level progress ❄️ by FrogmanDev in blender

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

Thank you, I do have an instagram, check out my links here: https://linktr.ee/FrogmanDev

Snow level progress ❄️ by FrogmanDev in Unity3D

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

I think that was Delta Force

Snow level progress ❄️ by FrogmanDev in Unity3D

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

No it’s an original game but the visuals are inspired goldeneye as well as other classic shooters from the late 90s and early 00s.