Make sure that Unity is importing an alpha channel when reading your targa, and make sure your texture does not end up compressed in a format without an alpha channel. When in doubt: Automatic True Color. The additional solid color and sharpness sliders are there for your convenience, in case you want to quickly play with…
Looks really nice man! :) I'd forgotten we're getting a new Star Wars film soon! There's nothing stopping you going back and making a specular map for it. In fact I'd suggest that you do unless it's an artistic decesion not to. 59K polygons is very dense - I've heard of AAA using like 30K polygons for a character (I think…
Thanks for taking the time to test the extension and sharing your thoughts! :) Gloss map and configurable texture tiling are on my todo list. FBX support is on the list, too, but might take a while (please see my last post). About PBR: I've been playing with it a bit, but it will take some more work before I have something…
My advice came from having worked multiple times on PBR asset authored in SP and used in Unity. The only way to work that way is, first and foremost, to make sure that you have good reference materials (I mean material in the broad sense : textures, scenes, models). There are a handful of special settings to take into…
Does anyone know a nice way to clean edits from a single attribute on a referenced node? I know you can clean all edits i.e.: file -cleanReference "refRN"; And that you can specify which type of edits to clean using the -editCommand flag. What I would really like to be able to do, however, is to clean edits on a…
Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
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Could you share the concept as well? The angle of the grip doesn't look very comfortable. For a scifi gun I'd also expect the shape of the grip to be a bit more "moulded" , like this. That;s just personal preference though. It looks like your edges are a bit tight, mind showing the high poly? The thing that's really…
@SP3, komaokc, Pedro Amorim Thanks for the suggestions guys! @EarthQuake Yea, you're correct, I didn't actually place any lights of my own in the scene. Perhaps it's more important to do so with PBR to get a good result? From what I can remember, other assets I've done without the PBR workflow has looked pretty good with…