Ultimate Rock Bundle v2

3D Landscapes, iPhone & iPad, Shaders & Effects | Posted by admin
Jan 12 2012

Ultimate Rock Bundle is going to be upgraded to v2 with new HDR demo and some nice groups of blocks that are very low poly!
It happens at http://unity3dx.com very soon.

Super terrains vol 3

3D Landscapes, iPhone & iPad, Shaders & Effects | Posted by admin
Jan 10 2012

I am working on a new concept of super terrains that have low poly and are looking photo-realistic. They are meshes with different LOD and display very fast on mobile platforms.

This is a video of the Superterrain vol 3

Superterrain Vol 1

3D Landscapes, iPhone & iPad, Shaders & Effects | Posted by admin
Jan 04 2012

I am working on a new concept of super terrains that have low poly and are looking photo-realistic. They are meshes with different LOD and display very fast on mobile platforms.

 

Teaser 1 about the new Smart Water PRO

Ocean & Water, Shaders & Effects | Posted by admin
Jan 03 2012

Smart Water is becoming the reference for water simulation on most platform, with Smart Water Mobile & Smart Water Basic. Smart Water PRO is under development for +6 months. Here is 2 passes shader that will be in the Smart Water PRO edition.

 

 

New Planetary Shader

Shaders & Effects, Space 3d | Posted by admin
Jan 03 2012

I have been frustrated by the preceding shader I have adapted from the Neil Shaders from GPU  Gem 2 : the Earth 3d shaders, that you can see here. I wanted something more flexible, more easy to deploy, faster and globally more fun. I got rid of the physics, as we all know that everything is possible in the universe, and I just focused on getting a WOW result for use in any games including mobile phone.

Here are the Atmospheric Planet shaders. Avalaible for sale at http://unity3dx.com

New version of my 3D fishtank.

iPhone & iPad | Posted by admin
Mar 31 2011

I am working on a new version of my 3D Fishtank for iPad/iPhone. It is for a client and will be released under his name. It should be finished in 2-3 months. This time I am mixing 2D and 3D to get very low polycount. This fishtank is about 33k polygons.

A new Shader for Unity Indies!

Ocean & Water, Shaders & Effects | Posted by admin
Mar 31 2011

This is a sneak peak of the new shader for Unity Indies that I am working on. This shader is a new one, it is not based on the Ocean shader that I released before, even if some tweaks are still here like the way I used the caustics for example.
This shader is based on displacement map, but it creates the displacement in the shader, so there is no need to pre-calculate it.
It also uses several tweaks to make the light of the water changing (mixing several animated textures together and fade from one to another.
There is fresnel and a fake reflection effect on the fresnel.
The foam is faked to it is another tweak found by accident when I was working on the sun reflection on the water.
There is a lot to say about this Shader because I can make a lot of different variation of Water. I will expose these in another video later.

Huge city technology demo for Unity 3D

Misc | Posted by admin
Mar 31 2011

I have found this huge city model on Sharecg.com and I though “ok, can I display a 1.8 Millions poly in Unity 3D and have a smooth result”. The answer is yes and even better, I got +200 FPS so I added as much full screen effects as possible (flares, blur, vignetting, cease etc..). And still here is the result. Capped at 30 FPS for the video. It is for free download at http://www.unity3dx.com.

Special research on detail shader 2

Shaders & Effects | Posted by admin
Mar 31 2011


On my way to create a no braining detail shader, I made this wet shader that is a special specular shader that uses modified Blinn Phong lightning to get the ‘wet’ effect. Bascially it is a lot more convincing than a specular shader and you can water any surface with it!

Special research on detail shader

Misc, Shaders & Effects | Posted by admin
Mar 31 2011

The idea is to make something that looks with a lot of details without having to have a lot of polygons.

Some would say, use displacement map or another technic. But I am lazy. I want to use this shader with any kind of stock textures without having to make a hi-poly model, get the normals from it and then generate a low poly version: boring!

I came with this little secret weapon. It mixes 2 textures and 2 normal maps so that the model is looking very very detailed. Actually I can achieve photorealism with 1000 polygons, and it looks like if it is a 100,000 poly model.

Check the video and the shader is for sale at http://www.unity3dx.com.