razMki wrote: »
Just finished a tillable texture decided to go back to the old fashion ways of using just Zbrush and Potatoshop, still trying to get to grips with Substance Designer so I'm on and off it at the mo :poly122:. Rendered this in Toolbag2.
HowardDay wrote: »
Okay, I updated the dithering to be a different pattern, one with more complexity. I also am moving to only support the WebGL build - I've had too many troubles with the Webplayer version, and justabout everyone uses Chrome nowadays. That said, here's a new version.
I added the Strife color palette, of which I'm a huge fan.
I've also adjusted the AA yet again, to be faster, reduced the rendering to a 16bit backbuffer for a speed increase. It's very hard to test mobile perf right now, because of a unity 5.2 perf bug that makes things way slower. But from the tests I've done, I should be pegging 60fps on almost all android platforms. with the bug it's between 45-50fps, and that number can vary widely with which settings are used. AA+2x+Shadows is always going to be more stressful on a GPU than NoAA+3X-Shadows.
I'm still working on a skybox - like everything else... you can't just drop straight, normal art in there - I need to write a shader that supports simple background objects.
urgaffel wrote: »
why_pack wrote: »
What's that game?
leilei wrote: »
HecM wrote: »
More Betty here: