Thanks, that makes sense! I’ll look into the parallax/cubemap approach for the inner portal. If it’s easier to explain with screenshots or a quick back-and-forth, would you be okay with adding me on Discord? I think it would be easier for me to show my current material graph and understand the steps that way. My Discord…
Yeah, the more you describe your problem, Vassago, the more your screen sounds like a lemon. I've heard of screens that don't handle progressive scan well at higher resolutions. But your screen should be new enough not to be having such issues. And I can't imagine any screen that handles 720p fine taking issue with 1080p.…
New article up and some new screens guys. We took alot of user feedback and have really worked alot of the gameplay element from the ground up since pax, I hope you guys enjoy the new screenys! http://www.destructoid.com/new-screenshots-for-harold-take-us-to-the-beach-241014.phtml
Compatibility | Documentation | Asset Store This package extends Unity's Post Processing Stack (v2) with 33 additional screen effects. Aiming to provide visual enhancers or feedback effects. ⚙️ Post Processing Stack benefits • Effects work in Scene View • Changes made in Play-mode are saved • Profile-based settings, easily…
Hello, I'm new to Polycount so I hope I'm doing this feedback thing right :) Recently I applied for a 3D Artist job and I had to do this assigment: creating a mid poly ( under 20k tris) 3D model of Peterbilt Cabover truck with Diffuse, Roughness and Metallic maps for a mobile game. I ultimately didn't get the offer, so I'd…
Finally posting a tiny update: Slowly blocking in some things for the environment space. I am trying to get the flow between elements of the level to be smooth so I've had a lot of time reiterating over and over, like we should be! here's some new screenies: Temporary title screen Some block-ins and various sections:
finished the locomotives, probably the most time-consuming part of the art so far: here's a wip of the repair depot area with some new props: and revisited screenshots from (almost) finalized areas with another pass on vegetation and layouts - the print house floor: the church: the railyard rooftop: the starting area…
I modeled those assets for a mobile game project there is no normal map just roughness metallic and base color. keyboard 844 vertex maybe I should delete buttons mouse 155 vertex screen 144 vertex Case 8 Vertex
I actually use 2 different monitors. A 22 and a 24 inch (yeah yeah not that much of a difference but still). I actually have no issues with my gpu dragging stuff over from one to the other. It automatically resizes everything. I do have to say that getting my new monitor (only like 2 weeks now) made a lot of things easier.…
Hi people, I am in need of some help So I came up with a neat idea for a shader effect that I am now trying to implement, I want to have a screen effect that shows a 3d model. to explain what I mean there are 3 aspects to this 1 complete building (3D model) 1 half complete building (3D model) 1 Screen (plane with shader)…