I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
"I think its time to export one of these to Unity" Your Dad's Cortina looks massive, my older cousin had one back in the 70s when they were all the rage...could pull the birds no probs : ) Interested in the texturing workflow you'll implement for one of the models, if either PBR substances - blender or unity etc, once…
+1 for Git. In my last job it was a pain each time we had to onboard a new colleague. He had to learn how branches work, when to pull, how to use Sourcetree etc... Eventually we got rid of Git in the art pipeline. Programmers still use it. But this inspired me to develop a Unity plugin to simplify using Git. There is only…
Hi guys, Recently I started my new project on UE4 and learned from the previous UDK project that 'simple' uv2 unwrap is not going to give any good (even though will finish unwrapped it faster but the amount of headache looking at nasty light baking...it's just not worth it...), so I google for a way to do a uv grid snap…
there are so many variables to that question, its going to be hard to get a rock solid answer. If this was for a first person game then maybe the paralax would be ok, but in reality the asset would be so small on screen 99% of the time it would not be worth it. You have to think about the contex and useage of the asset. AC…
StarWars Dark Forces Inspired Game Art Latest Screenshot: Hello, everyone! So, I've been meaning to start this thread for a while. I've always been a huge fan of Dark Forces - especially the first one. The game obviously took place in the Star Wars universe, but had a style all its own. A while back I got some free time,…
I was hoping to find some consensus relating to material management in a project setting in regards to the texturing pipeline. This might be a long post so I hope you like text. I'll put a TL;DR at the bottom. At my current studio we are working with a large volume of tiling textures (hundreds) for use with buildings and…
We are developing a Unity desktop application to simulate environments for autonomous vehicles. We are looking for experienced 3D Artists, we will value experience with: * Experience in unity3d * Experience editing and exporting from max or maya to unity (using fbx) * Experience working with unity materials and shaders We…
Hi, I keep hearing people say if I don't import normal map as normal map in Unity, I will see some quality lost to normal data. As far as I know, this is caused by texture compression and each channel have different number of bits, so Unity shuffle channel on normal map import to get better precisions. Question is: If I…