Wednesday, 31 July 2013

Mage Fight 3D Game Art



Monday, 29 July 2013

Mental ray + 3ds max + insane + long long time ago:



Game idea: Playing God

"I don't want to be an angel. I just want to be GOD !!!"
Stone  Sour

You are the god and you can control the planet. I mean whether, rain, thunderbolts and even meteors. Fuck yeahh. Change terrain, kill anyone, birth anyone. Do what ever you want. Cool isn't? And as a God you have your slaves, like a human slaves but others, not so boring and all the time crying bitches. Thea are BIG WHITE SPHERES...No fucking way man, that too much...And this white fuckers have emotions like cry, smile, orgasm and dead state. You fun is simple: you control the planet and they are react on your actions, some like sun, some like rain day or night, you can kill them by the meteor. When they are too happy they looks like they have done and divide into 2. More spheres more fun :)


Have joy and fun.
Konstantin Dvornik







Friday, 26 July 2013

Expensive Multiplayer Unity Game - Mage Fight



DOWNLOAD:





This project was done by me about 3 years ago. It's support kinent like controlling system and include full working plugin:

It's a multiplayer game. It have:

- Lobby with master server connection
- Chat window
- Full fight again each other functionality
- Web camera controlling support
- Pause menu
- Butterfly particles
- Fireball particles
- Explosion particles
- Custom cubemap
- Custom rocks
- Custom mushrooms and grass
- Health and mana logic
- Most of code done in JS
- Custom Terrain
- Fireball texture animation

Have joy and fun. 

Thursday, 20 June 2013

Cool Free Unity 3D Plants ( Low-po with textures )


DOWNLOAD ASSETS LINK:
https://dl.dropboxusercontent.com/u/106482752/Unity-3D-Plants-Dvornik.zip




It was long time ago. Grass was green, sky was blue, I was naive and dreamed about huge RPG like Oblivion or Gothic. It was awesome time...That's why I've took my Cannon A550 and did shots of plants on my backyard, after that prepared textures and created 3d-models. And now when  I cleaned up my HDD have found folder called GameMaterials...Hmmm...Interesting.. Thats plants was here. Looks cool. Now they can be used with Unity 3D or somewhere else.  All pivots should be placed for automatic placing as I was big fan of Scatter modify :)

Dont forget to set scale to 0.1 in Unity when importing.


Have joy and fun
konstantin dvornik

Thursday, 30 May 2013

Unity world's coolest tutorial about water, girls and sky with FREE assets



DOWNLOAD ASSETS LINK:
https://dl.dropboxusercontent.com/u/106482752/Water-Underwater/Water-Underwater.unitypackage

MIRROR ASSETS LINK:
https://drive.google.com/file/d/0BxgYUKP-c4dJUTZDYU5VSV8wMk0/edit?usp=sharing

WEB PLAYER LINK:
https://dl.dropboxusercontent.com/u/106482752/Water-Underwater/Water.html



Take some pizza and cola and let's start.

Water, water, water everyone is crazy about it. Lets remember Bioshock. Jesus Christ whole team just for one water...Crysis...same shit. What's about Unity ? Even now with super pro custom advanced shader eat performance of whole game. Okey we have created awesome water, but if player want to go just deeper, deeper, deeper baby. Here is nothing except culling. Culling make feel people so lonely. But as always I have an idea and of course a realization.

Let's split our task into two:
1. Water
2. Underwater
Sounds simple at now.

        Water

Split into smaller parts:
1. Reflections
2. Refraction
3. Waves
4. Smooth bitch beach blending.
5. Mix everything

1. Reflection. Everything is really simple. Render environment opposite to water plane and store it in a texture.  I have used some old script that can do it.

2. Refraction. Render everything without plane. Store in a texture. For deferred render its really easy. Just got render without water plane.

3. Waves. Here we can choose two opportunities: mathematically calculate waves like combinations of sin functions in different directions and phases. Lots of opportunities like no tiles, custom waves that depends on wind speed or anything else. But we don't wanna fuck our brain up. Option 2: use texture of waves. Maybe normal map for proper specular calculation and sweet lighting. Hmmmm....guess second. Guys from Crysis definitely have choosed first one. Nice texture of a wave you can find on a cgtextures.com.

4. Smooth shore blending. Algorithm is quite easy. Get zbuffer in shader. Use that value for alpha blending. Closer objects like shore will receive less value for alpha and we will see smooth transition from water to shore.

5. If you ever study physics or stuff like that you may know that water have coefficient of self reflection. Sounds boring. But it's easy to understand if you look at water standing in it turn your head down you will see the bottom. If you see under some angle you will not see the bottom but will see the sky. So we need to calculate that that angle and make smooth transition between reflection and refraction. We can do like multiplication of of normal of some point in water and one length vector of plane where it's water situated. Then find angle from scalar multiplication and plane where it's plane is situated. This value is used for blending. Use some color coefficients for designers and little girls.

That's all as for top of the water.

     Underwater

1. Underwater reflections
2. Blue fog
3. Bubbles
4. Fish
5. Caustic cool effects
6. Camera color tint.

1. Underwater reflection. Unity have built in shader LOD system for shaders. So in one shader we can store both water and underwater. Use LOD fallback tag to provide that functionality. Write just plane reflection with wave without hardcore transitions and stuff like that

2. Blue fog. Simple as hell. Decrease fog distance and turn it color into some nice deep blue.

3. Bubbles. Just a simple particle emitter  Shrunken if you want or legacy.  Just tweak nice and leave as is. You can use my texture I have made it from series of bubbles.


4. Fish. I have modeled it by the texture. And animate in 3ds max. Two bones for swimming. But one fish that moving in a tank it's fucking boring. 5 better. 42 even better. But real pro will use cohesion separation algorithm for populations movement. Fuck yeah....use steer library for that shit. Just for extremely cool fishes.
5. Caustics is probably the most butt fucking moment of water creation. I have created it via projectors with caustic animation texture putted on it. I have used special program that can produce caustic animation like series of sprites and after that special scrip that can animate or simply change projector texture in update cycle. Out of topic: guess much faster is to store in one texture and use UV animation like in animated particles.

6. And underwater everything is looking more blue then above it. So we need to post process resulting screen for achieving water effect. That script is already available in effects. So our custom script will put it on camera.

That's it. Put some  rocks and water vegetation as you want.

      PUT ALL STUFF TOGETHER

Here we need to write custom script that handle player entering water or underwater mode. Of course that script should know about material of water. Player position, and something else that we know about much later like bubbles particles, underwater fog color.

Okay if player position by Y-axe is less then water position by this axe turn on underwater mode: fog density and color, shader LOD, turn on bubbles, you can leave fish moving in tank,  caustic is also switch according. When bigger just go back turn everything off. Also don't forget to turn camera rendering reflection direction into opposite one.

Some HACKs that was used:
1. you can't just turn off bubble particles when you leave water, cuz they have lifetime. So next time you entering water bubbles start emitting like they have waited you. Of course you can pre-warm. But this method have some strange behavior  like you should call them in for statement several times( you can find discussion about it on Unity answers). And by the way turn lot of objects on/off causing lags that we don't need. So use particle material and set it alpha to zero. Not so fast, but if you have better one you are welcome to write in comments.
2. Caustic. I have created couple of projectors and use script that takes player position and move caustic according to player movements. So it's small hack, small Hollywood trick.

Future:

1. Water came down effect when you go from underwater.
2.  Waves when come in water and stuff like small rain drops.
3. More accurate refraction and reflection model for water
4. Godrays



Smells like you have done. See you.

Thanks!Have joy and fun!
konstantin dvornik


Tuesday, 28 May 2013

Windows 8 tablet prototype design

Main idea of that table:  you dont care about it.

- its FREE. You take it and pay only for software and services.
- non-breakeable
- sun light and magnite charging
- water resist
- rubber body
- have no holes. Just wireless and magnite based connections.
- have no buttons. Voice commands and touch screen