I've been working with Stage3D (Molehill is the old code-name) since the first pre-beta release, and my next project is being built with it (2D game using the speed of 3D hardware acceleration). Stage3D is part of Flash Player 11 which is currently in public beta. There's no integration that needs to be done aside from an…
@Łukasz and @Donato Thanks for the suggestions! The links you gave me didn't seem to work in my situation, so I posted this question on the Unreal forums as well and they told me that this is a problem with baking lightmaps on multiple cores. They said a fix is coming in 4.26, and they gave a few workarounds, but the only…
Someone that's seen the source code of Unity should be able to tell (off the record of course, because of NDAs). You could also try asking the author of that Mega-Fiers plugin if they know better about the Unity internals. Based on this ( https://answers.unity.com/questions/1578678/performance-impact-of-blend-shapes.html…
Actually if you're willing to make some changes here and there you can have a pretty workable pipeline on Linux. Switch out Krita for Photoshop, Mudbox for Zbrush, Modo for Modo (or the main app of your choice), and add in 3d Coat for texturing or UV layout if necessary and you'll basically everything you need. For baking…
You should be able to do what you want to do with only 2 uv sets: - Your first set you're free to use as you wish (tileable details for example). - Your second uv set has to be "lightmap compatible". That means no overlapping polygons and all within the 0..1 range. Then remember to uncheck "Generate Lightmap UVs" when…
I'm having some problems with the program. Would appreciate some help :] I've got a high poly sculpt done in ZBrush, and a low poly with soften edges except for UV borders which are hard. I plan on using the mesh in Unity, so I baked TS and OS normal maps in Knald from high to low (I will then convert the OS to TS with…
I find it pretty painless on my PC at work. Same goes for unity / unity-flash. Works great on regular PCs used for 3D. For complementing - not replacing - your folio it's pretty neat. Lack of shaders annoys a bit - then again, you don't often have control over shaders either with many engines you'll be using at work. In…
I'll pretend this thread is about becoming a game-developer with full awareness of the sacrifices that comes with it ;) . If anything for a solo developer I'd suggest unity over UDK, it's a bit lighter and easier to prototype things in, only go UDK if you have a ton of experience in either unreal tech or heavier things.…
Thanks a ton guys! @ Ben - Thanks for the kind words. I started on C# but I think it was a bit too heavy for me at the time. So I switched to Java Script. It is a very easy language to learn and there is a lot of support for it. I built most of the thing in Java using Unity as the Engine. There is a lot of pre-built things…
Added some filler props recycled from my prev. minienv. I'm still not convinced i'm doing everything right with reflections.. the glossiness channel gamma seems to match between substance and unity (but i'm not 100% sure) , but what's worrying is how bright is the spec color equivalent to metalness = 0 (checking channels…