So, Unity community drama spilling over here into Polycount? The initial warning was enough, but there wasn't even proof for that warning in the first place......... This doesn't feel right. The OP feels like someone with a grudge, not a 'concerned employer'. For spectacular claims, you're going to need spectacular…
Hello, I am attempting to recreate the shader detailed in this presentation using Unity and Shader Forge: https://de.slideshare.net/jalnaga/custom-fabric-shader-for-unreal-engine-4 This is my current graph: https://i.imgur.com/XjuZgTc.jpg However I don't think the result is correct (the big blanket has the shader):…
Trying to recreate the left scene in Unity. Mostly focusing on lighting/material, I'm not a 3D modeller and don't want to be :P Can't figure out how to get the pink light like the image on the left, any suggestions would be highly appreciated! Currently the sign is just an emissive material.
Hey guys, I'm working on a game as environmental artist, and I'm still pretty new in Unity, I honestly have no idea how to execute good and cheap lighting for mobile games using that engine. Can anyone recommend a tutorial or something that might help me? Thank you
We are looking for a talented technical artist to work on elaborate and detailed Escape Rooms as well as casual/hyper-casual games . You will be working closely with the core development team, software engineers, artists and designers to help build features and solve creative problems. A more detailed description and…
Completely volumetric explosions for Unity. Casts self shadows, has modifiable flames, opacity, smoke density and light dissipation. The best part is that the entire thing only uses two 2K textures for the animation and the smoke shape is constructed within the shader. The limitations are that you can see resolution…
I am glad to show you my new work based on WM generated mountains and my custom terrain shader (Unity 2017+). Demo Build - https://is.gd/jmEQu8 Available soon on UnityAssetStore!
Hello! I have a problem with normal maps in Unity. When I apply one on a mesh seams are still sharp edges and seams are still visible which is not a case in Unreal. I've already tried flipping green and red channels of normal map but without success. Hope You can help me.