I'm rendering it in Blender at the moment, but everything will be in Unity. Added some more variation to the colors on the diffuse and some of the specular values, and also darkened and roughed-up the spec. TRIED to make it rougher, at least.
Here's an example of changing color values dynamically. http://ericchadwick.com/img/env_robot_rising.html#gameplaydesign About halfway into the video. It's a timelapse. That's the Unity interface I'm using. And that's the interface for a shader that one of the programmers wrote.
And it lost to Leadworks, no less. How many people actually even use that? It can't be better than Unity, UE4 or CryEngine, and even on sale it's still more expensive than any of those. By far.
yeah, I know about static batching but I want to use array and scatter tools to save time and Unity doesn't have them afaik. And this scene will have real-time lighting.
That's the only type of training material I ever see for Blender, very hobbyist oriented... Would've been great to see a Blender to UDK/Unity DVD like Nitewalkr suggested, but oh well!
We use flatiron asa apart of our pipeline, but not for baking, but for the uvmapping. Id also recomend using the engines bake, unity and unreal both have it built in and its pretty good on both.
@BIGTIMEMASTER Which version should I go for? "Speedtree for Games v7" or "Speedtree for Unity and UE4"? EDIT: the "Speedtree for Games v7" requires me to actually fill and sign a contract....are you serious?!
What platform? Mobile or PC? *Edit* Actually, Unity 5.5 added support for linear on mobile. Read here: https://blogs.unity3d.com/2016/12/07/linear-rendering-support-on-android-and-ios/
Thank you for provided informations, now I need to digest them. ;) I should precise that my current project I am making on Unity 5 and I have no experience with that engine.
Until now this piece almost finished. I tested the final render with Unity. I had also adjusted few lighting. The dust-looking loft is almost finished after the lighting adjustment.