Hi, this is an idea for an Arena Style 1v1 PVP Turn Based game :) ! I did the graphics but I never finished the code :) so I share the scene here, if you are curious about it :) . The download for the scene is on Gumroad :) . https://www.artstation.com/artwork/vY6Kd https://gumroad.com/l/rias
I want to create a similar particle system but somehow it dosn't work, the particle stay at the same position and are not going in the lenght by moving it. Does someone know why or what i could do to create a particle system like that?
I made a real-time volumetric space portal that's only visible from one side. It has settings like portal size, cloud forms, colors, twist and roll speed. It fades and dissapears completely when looked from the other way. The portal can be set to project another camera to allow seamless transitioning.
Game Name: Battlezone: Black (Not Final) [Game being made in the Unity Engine] Hello everyone, my name is Trevor and I am owner of Black Prophecy Entertainment. I have been crafting an idea for a game in which I wanted to see being made ever since I was 13, sadly no one has done it yet or done it right. The idea is a top…
Made a small material-management tool for Maya and put it on GitHub (free, MIT). It's the set of helpers I reach for when a scene's shading is a mess: * search & filter all materials; assign to selection; select objects by material * create + assign a material from a dropdown * duplicate a shading network with clean names…
i am using speedtree to make trees but for their example trees they have all files in targa, well from my comparison targa files are much larger than png files so why are they used? i am not clear about it so if anyone can clarify it that would be great thanks
Hey everyone, just wanted to show some images from two episodes of a game I'm working on: Android users can get the first episode for free here: https://play.google.com/store/apps/details?id=com.imagofx.xonep01
Scratching my head on this one. I have a particle (billboard) that is clipping/penetrating into the terrain. I've tried the 'queue = overly' solution in editing the shader to no avail. The particle continues to render before the terrain. Any possible solutions would be greatly appreciated!