Looking for critique of my simple fire character i am making in class. Specifically I need advice on the texture but critique topology is appreciated. The character will be a enemy that could one day go into a unity project. model
For an upcoming Unity game. A genetic scientist who has alterned his appearance to be part gorilla and part beetle. What do you think? I'm trying to improve future characters, so please give me any critiques.
Don't different texture sizes and proportions ultimately create more problems than they solve? Can I mix 2K with 1K textures or rectangular with square ones in Unity/UE shaders?
Check out UE and Unity forums as well, plus their respective example game demo's that'll demonstrate most aspects involved with real-time development in both art and technical fields.
Google layered materials in ue4/unity. Getting both uv sets into ue4 might require extra googling. You'll also need to account for a second set of tangents in your shader.
Ok, thanks guys. Were using Unity as our engine. I'm going to start with Rucker Park and get that to a desirable state first. I uploaded some new shots. Thoughts?
How detailed will this get? On the technical side of things, you could be using an L-System to generate the geometry. I know Unreal has it, and a quick search says there's some plugins for Unity.
When you do that in Unreal. Do they get two different lights also just like in the pictures? Also, Any one has an idea how to do that in Shader forge/Unity?
Thanks for the course. I've been wanting to learn UE4 lighting for a while, but never encountered right tutorials for smooth transition from Unity to Unreal. I guess it wasn't intentional, but it works.