• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
wubugui

Unity
how can I get a game scene which looks better

4 posts in this topic

Hi guys?
I am now working on a game level of a indie game with Unity3D.
But I cannot create a beautiful scene and never have done this.So I want to know about your ideas.
May I have some question:
-How can you get a good lighting in your level?
-What do you do with your LOD?You have some skills?Make it beautiful and the same time smooth.
-The terrain ,how can I match the terrain surface and the grass texture?
Thanks very much.
And you can see my screenshot of my recently scene.How do you like it?My friend told me it was uglu.TAT


[attachment=11628:6WWVO760$V2GSOL7{SF)P3.jpg]
[attachment=11629:8@HVA4F$R92JY00`{R)TOA.jpg]
[attachment=11630:UVA`E4``J3TX8OJ49GOWKSH.jpg]
[attachment=11631:WSEF`@}}2(~Z%F2~PEOCWSO.jpg]

you can download them for a better look.
I just think the lighting . the grass and the tree are terrible.
How can I deal with it to make it looks beautiful?


Can you understand me?
I am so sorry I am not good at English.
0

Share this post


Link to post
Share on other sites
[quote]And you can see my screenshot of my recently scene.How do you like it?My friend told me it was uglu.TAT[/quote]
It's not bad, really! That said, I have a couple of comments on what could be missing from each of the screenshots (I don't know about Unity3D though so I can't give any technical advice):

1st one: the mountain needs shadows badly, it looks too flat at the moment. The rocky surface on the mountain is quite blurry, have you got your mipmaps right? The water is a bit too polygonal, you might want to smooth the normals a little bit for better reflection (and add refraction if possible, actually the water seems to be transparent but there is no bending).

2nd one: this actually looks nice, there are just two things that stick out. The tree is out of place without shadows - trust me, shadows would make a huge difference here. And the second thing is the water/terrain interface, it is far too sharp, but correct refraction will actually fix this.

3rd one: I really like this one, the reflection map could use a higher resolution though. The grass is a bit bland at this close distance because it isn't self-shadowing (e.g. grass blades casting shadows on other grass blades) but that's not easy to achieve.

4th one: the water has a good murky color here (perhaps a bit too green) and the grass is good but the trees in the background are ugly because they are pixelated. Is there any way you can use a better quality texture for those billboards? It'll look much better instantly.

Overall, the lighting looks good, the real killer is the lack of convincing shadows and low-resolution textures in some places. If you repair that, it should be nicer to look at.

[quote]Can you understand me?
I am so sorry I am not good at English.[/quote]
Yes, your English is good :)

[quote]-The terrain ,how can I match the terrain surface and the grass texture?[/quote]
You can do this by blending the two textures progressively, for instance at one point the texture might be 100% grass, then a bit further down it's 80% grass and 20% rock, a bit further 30% grass and 70% rock, and then finally 100% rock, it'll look smooth and sort of natural. You can also add some random noise to make it look more convincing (this'll give you patches of grass on top of rocks, for instance)
1

Share this post


Link to post
Share on other sites
What Bacterius said. Plus, I have a few other comments.

First, you would benefit from building yourself a large reference library of images of the real world to study. An excellent place to start (and to just sort of waste time in general; beware) is Reddit's [url="http://www.reddit.com/r/earthporn"]EarthPorn[/url] sub-Reddit. There are some fantastic, high-resolution reference images to be found there. Pay particular attention to the growth patterns of various vegetation. As an example, in your first image you have a very steap, needle-like peak covered in trees. It has been my experience that slopes that steep can not support such thick vegetation. What vegetation would exist would cling precariously to scraps of soil held in place by rock, rather than thick blankets of trees.

Pay attention also to texture of surfaces. The ground texture in your first shot just looks weird and shiny, and not at all like real dirt.

I'm guessing you are using the free version of Unity3D? If you upgrade to the Pro version you can have real-time shadows. As Bacterius has said, you really, really, [i]really[/i] need shadows if you want your scene to look like something newer than the hideous malformed creations of the late 1990s and early 2000s. Shadow is the major visual cue for perceiving the shape and form of a scene, and getting it right (as right as possible, within the bounds of your available tech) is [i]crucial[/i]. Pro is expensive, though, so you might not want to go that route. But really, man, you just can not underestimate the power of shadows. If you do want to make show-pieces with Unity free, maybe consider baking some lightmaps off-line or something. Faked shadows are better than no shadows at all.

Edit: Just noticed that there is some shadowing going on in #2 on your rock, so maybe you do have Unity3D Pro. In which case... add some more shadows, bro.

What the heck is going on with your reflection in image #3? That is some pixelly pixellated pixels there. Yikes.

Your ground cover vegetation looks like an explosion in a flourescent paint factory. High saturation + lack of self-shadowing in the plant batches means that it is going to be somewhat hard on the eyes. You can fake self-shadowing with ground cover by blending the textures with a gradient that darkens them toward the bottom. Gives the impression, at least, that there are shadowed depths inside the vegetation clump, and breaks up the monotony. Also, your grass strands look a bit stiff and wiry. Perhaps introduce a bit of curvature to mitigate the spiky appearance.

Overall, though, it looks like a nice start.

I'm with Bacterius about the water in your final shot, too. That doesn't look like water. That looks like slime. Edited by FLeBlanc
1

Share this post


Link to post
Share on other sites
A few more things I noticed. The foreground is all bright and saturated.
While the backgorund with the forest and mountains is all, brown and grey.

In the background the trees are much darker than the ground.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Tset_Tsyung
      Hey all,

      As the heading says I'm trying to get my head around Goal Objective Action Planning AI.  However I'm having some issues reverse engineering Brent Owens code line-by-line (mainly around the recursive graph building of the GOAPPlanner).  I'm assuming that reverse engineering this is the best way to get a comprehensive understanding... thoughts?

      Does anyone know if an indepth explanation on this article (found here: https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793), or another article on this subject?

      I'd gladly post my specific questions here (on this post, even), but not too sure how much I'm allowed to reference other sites...

      Any pointers, help or comments would be greatly appreciated.

      Sincerely,

      Mike
    • By E-gore
      Hi all,
      This is our (xDBAGames) first game
      Called Iron Dome Legacy.
      It is a Missile Command clone. In this game you control the Israeli "Iron Dome" anti missile defence system.
      Features: 
      The player has limited amount of missiles. The Iron dome system is upgradable. The money is determined by the outcome of a level. The game is free. There are only rewarded ads. We tried to create a game that has some context to the daily life, but we are sure not trying to be political here.
      I hope you could try this game, and we will appreciate any comments.
      xDBAGames is a company of two programmers. That have no experience in the video game industry, but have a lot of passion for games.

    • By UNNYHOG
      Hello, Colleagues!
       
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
       
      Any feedback is welcome here. Thank you.
       
      If you don't want to play, I would love to share with you our teaser : 
       
       
       
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
       
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
       
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.



  • Popular Now