another lighting pass. I also made a few alpha cards for the moss on the roof. Blocking out color and placement of dirt and grass using unity's terrain editor. Current issues: when I add normal and spec maps to the roof and moss texture, untiy washes them out and they lose contrast and saturation. Also the normal map I…
Those explosions (at least the growing fireballs) look like they're using the fancypants dx11 technique nvidia described in a paper a while back, using tessellation and displacement, pyroclastic noise, and raymarching. Unity showed off the technique working in realtime in the realtime short movie they showcased at Unite…
Hi guys/gals. My name is Mark and I currently in the development of a pirate game that may be eventually commercially released. For the past 6 months I have been creating/coding/animating etc all aspects of a 3D pirate game. I myself do not have a paying job at the moment, so this is why I cannot pay anyone. What I require…
Thanks for the feedback guys. I agree with what you suggested. @Butthair I made the texture in Painter so I can export up to 8k, even 16k, without losing any detail fidelity. It looks very impressive at just 4K, I did 2k since it was going on Sketchfab, actually did it for a challenge they had a few months ago. Like…
I think you've already got a good understanding of how this kind of anime post-processing works based on your initial post (a faint blurring on a duplicate of the lines layer, some glow effects on the flats, some color correction, and so on). But, attempting to recreate it on your own lines and flats loosely based on a ref…
[ame=" https://www.youtube.com/watch?v=Sb5fXKOTspw"]Unite 2013 - Your Next Modeling Tool (Autodesk ) - YouTube[/ame] Presentation of Maya LT at Unity Unite 2013.
Specialized in 3D stylized environments and props. Experienced in Maya, ZBrush, Blender and Substance Designer/Painter. Able to work with Unreal Engine or Unity and can use version control. Knowledge of Unreal and Unity Shader graph. Able to make particle systems. Receptive to feedback. Love fantasy, horror and sci fi.…
Maybe the solution here will help you. (I searched Google for "unity skin morph" to find this, and this link was the third search result) https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/td-p/8508081
hello! I am working on a project that will require an immense amount of foliage. Ive been looking at the new SpeedTree for Unity 5 offering and it is really nice, but I am wondering a few things. It seems like the untiy offering is desighned to create one single tree, not an entire forest. this is not exactly what I want.…
Your issue is caused by the scale of your objects in the scene. Wrap mode assumes that you're wrapping across a 2x2x2 zbrush unit object. Anything larger or smaller than that will cause the behavior you're seeing. I'm guessing you started your scene with one of the small cubes then duplicated it? There's ways to fix this…