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

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.

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.

Rocks shaders, textures and models

Misc, Shaders & Effects | Posted by admin
Jan 23 2011

Rocks are everywhere, in most 3d games. But there is a problem, they take a lot of polygons. Typically it is very hard to have a big realistic rock with less than 20,000 polys. I am been looking for solutions to get the same result with only 600-700 polys.

… and I came up with some very advanced shading algorithms using the normals to simulate the relief. Better than bump mapping or displacement maps, these shaders are doing the job using low resources in only one pass.

Then I have created 12 low poly rocks, and worked the UV mapping so that these rocks can work with rectangular regular textures. I mixed atlas and spherical UV mapping to get rocks that would almost look good with any kind of seemless texture.

Finally I created 20 hi-resolution textures (2048×2048). They are not photos, but algorithmic simulations so that you get a level of detail that cannot be matched with a photo.

It is here: http://www.unity3dx.com

Features in this pack

* 3x shaders: details, wet and transparent. All shaders supports 2 textures (one main and one detail) and 2 normal maps.
* 20 unique and exclusive textures, ice, magma, stone, gems you name it.
* 12 low poly rocks (from 600 to 1400 polys)
* 22 preset materials using the textures and the shaders so that you can drag and drop them immediately.
* One working project that demonstrates all these materials.

Video here: http://www.youtube.com/watch?v=03phJ3Sv5wY