Hi guys ! I am working on a personal game project in Unity, in which I am trying to implement a character customization system. The idea is simple : Use a single rigged base character and use blend shapes to allow the player to customize it's shape, morphology, proportions and so on. Here is an example of something I did…
Another good example of where it makes sense to split textures up is alpha blending. If you have some small component of the asset that needs alpha, you should split that off into another texture set/material if you can. Generally (8-bit alpha, DDS compression), storing alpha doubles the size of the texture, so if only 10%…
But that's what's supposed to happen, the environment lighting is supposed to interact with the character -- this is the only way to create a mood / atmosphere. A dark scene with a green fill light and bright yellow rim light, for example, it will affect your palette but the player still has the dark and bright hints to…
I spent the weekend reviewing the examples you posted @Ged and searching out a few more like them for reference. Using those, I and spent a day working to make the topology more consistent with the corset as you suggested. I've done nothing with the head/hair yet. The legs+feet got the most attention. (Note the arm cannons…
And the last and most recent thing I have done is added a
day and night cycle… now at the minute is unfinished, I had started by
attempting it in matinee… bad idea… its fiddly, rotations are a pain in the ass
with gimbaling and it cant remember the lights assigned colour for love nor
money.. Matinee needs an upgrade… so…
no offense but you're making some pretty basic mistakes here. float FS = max(0.0, KS_Skin_Specular); here you're calling functions like variables which is such a fundamental mistake i'm honestly impressed you got this far. float ndoth = dot(_Normal, H); float spec = ndotl * _Spec * frSpec; not only are you calling a…
That's some great feedback there guys. =) Regarding the car/power station example, I understand the need for the mechanic to be actually worth while because as you said, it may, as you said, not even be seen. Which is something I will need to look into for my project. The general focus of the project started on the idea of…
I don't think there is anything wrong with having a technical discussion about the pros and cons of the tools we use. It's part of the art process after all. If anything, it's a good thing to have a breath of opinions to go by when getting recommendations. Look cryrid, you haven't suggested BPR is better just like I…
Rendertime on the lego model is kinda high as I was using the scene to test out a lot of indirect lighting across different MILA materials so after I got one example done I gave up :P. But here's a sphere in the same scene with the same material that is applied to the grey lego pieces. I tried to keep the examples within…
A game isn't just about graphics though. That's what I keep trying to get at. I did throw in some examples of graphics between systems, but the next gen consoles will also allow for more content in the game. As I mentioned in BF3, the PC gets 2 more objectives on most maps. They get more vehicles. In MAG, they were able to…