Would you mind posting your uv layout as it stands? Using non power of 2 textures in Unity slows down their rendering so I don't think it would be good for you to do that. Not too sure how Unity 4 handles them but I know 3 and 3.5 there was a slowdown associated with them. You could chop the blade uv's in half shouldn't be…
Only Skin and Blendshape deformers will import into Unity. You'll need to manually convert the jiggle to joint animation or blend shape animation. But that's probably more work than it's worth. It maybe be easier to add a joint for the belly in Maya and setup a sprint joint in Unity. But those tend to rocket off into space…
Yep, I made this. Right now my frustration with Sprytile isn't even Blender related. Bringing meshes constructed with it into Unity becomes kind of a mess of seams unless you use deferred rendering which has its own problems. Unity really hates old school style art. Will consider setting up a Patreon, would be nice to have…
Thanks for the comments & votes guys! Arr was a fun game to make. As for the HTML5 woes, sadly chrome stopped supporting the Unity plugin (boo!) and the OpenGL output is rather shaky. I can get it to work sometimes, other times it just doesn't load at all. The real crime here is that the Unity plugin version is 2mb, and…
I've heard good things about Amplify. But I've changed jobs since, and not working in Unity anymore. Node editors for shaders all seem to support the same kinds of nodes, so it shouldn't be too hard to repurpose info between them. I was able to repro Unity shaders in 3ds Max using Autodesk's Shafer FX node editor. Let me…
yeah, don't spend too much time on a single model, make a spaceship pack or something. You must take into account that: 1) lots of unity users buy stuff to use as placeholders 2) It's not very likely that a single model will match the art direction of buyer's game. 3) many of unity games are made for mobile devices so they…
Thanks a lot guys! I'll try and get into the business side of things one day. Yeah, we're going to pick up Unity 4 here soon. Currently we're not sure if we're just going to do swaps or if we're going to create individual models for the different levels. We need to get into Unity and run benchmarks once we're a little…
Unity lacks a proper way to import HDR images. It doesnt even suppott real hdr 16 or 32 byte images. Existing assets in Unity usually work around this with rgbm encoding. Ive got a physically based shader editor extension doing that on the asset store called Jove. I do believe marmoset skyshop is the only asset that can…
thanks LRoy. I am pretty much on schedule right now with some time to tweak modeling and/or textures as needed. @Xendance I did just put it in unity and the normals work way better in there but there are still a ton of issues with the maps since its unity and I didnt build any of the specs or transparancys into the alphas…
lol, I'm trying to share my test but I don't know how to use sketchfab properly, I'm getting seams and I don't know how to place the camera in the center! It looks good in Unity. <edit> here's my Unity build, there's some jank near the bottom but I was really tired last night and might have goofed some things up.…