A random bald technical artist from Unity shows off the new particle animation features in rev 3.5.
Terrible presentation, but super drool-worthy enhancements to the system.
Visichunk: aggregates of visual input
Barnacles are strange little critters. The grow from this thing to another stage that looks nothing like this and eventually cement their heads to a rock and kick at the water for food for the rest of their lives.
This is today’s progress – modeled it in Silo3D and then into Maya for texture mapping coordinates. Mudbox is next for painting the textures and then back into Maya for rigging and animation. I’m thinking of recording a start-to-finish screen cap of one of these guys from drawing it out on paper to the final character in Unity3d.
Wow.
My programmer Paul has totally kicked ass on the materials and shaders and I figured out how to get complex skinned animations into Unity today.
This is the result of our efforts so far:
Here’s a realtime version – still working on the shaders and culling.
Finished the textures and bump mapping and now working with Programmer Paul on the shaders. Transparency in Unity is going to be interesting… Can I have per-pixel transparency? Please?
Wow. With a post title like that, who KNOWS what’s gonna happen. Whoo!
Here’s 9 of the ten plankton species we’ll be displaying this summer. These are simplified body shapes to get a feel for where they go – how they move…
This critter becomes a Barnacle eventually:
This is what the evil “Plankton” character in Spongebob came from.
Responsible for many “Red Tides” that get you (and marine mammals) sick, but also a big producer of Oxygen (yay oxygen!)
I believe (Cayla correct me if I’m wrong) that the GI’s in WWII in the Pacific used to smear these all over things to make them glow so the enemy forces wouldn’t see the bright lights of their lanterns.
Micro Snail. Soon to be Macro.
Another moving plant:
More plants that move and wriggle:
Yes. Fish egg.
Crabby.