Hi everyone! I'm currently working on my main project for my master's degree — a recreation of the Okino Residence from Kiki’s Delivery Service. I'll be sharing some placeholder meshes and foliage here to show my progress. I'd really appreciate any feedback, ideas, or suggestions you might have! I'm also new to SpeedTree,…
@poopipe right, ok. so it doesnt really matter *where* the pivot is, as long as its in the same place for the assets for the project. I really love the vertex snapping in Unity, so I see where you're coming from there.
To clarify a couple of this: We are currently working on a 3D game in Unity and have plenty of coders so you won't need to know any of that! :) Also, we are good on Sound/FX - still need plenty of 3D artists, though!
If you hover above the link you can see the asset store kit's name in the url that pops up, and then just do a search for that. I think Unity needs to sort their new asset store out a bit more.
Hey Nick, your portfolio is looking good, just keep sending out emails and networking, hang in there dude! Also don't forget to try stuff like the Unity forums for freelance work in the mean time. Good luck :)
There are no downloadable demos for these programs. You have to sign up your studio for an eval. The full price can be upwards of $60K per software. Unity has Mecanim which is a light Morpheme. But Euphoria's dynamic motion is the real magic.
i remember this as a FAQ ;) on the oculus forums. if memory serves the UDK download is in linked from the download sites of one of the earliest oculus SDK's. the integration was always considered incomplete though, most people preferred unity for ease of use.
Unity doesn't have a visual shader editor so you still have to manually write the layered shader but yes, it's the same principle as with UE4.We are discussing about a potential UE4 link, more details will come later.
could that white line be the inside of the mesh? As in the adjuncting face? With LOD it could render that line there if ur UV's are too close to eachother or something..dunno never worked with CE3 but had something similar with Unity. Or possibly a lightmap issue
How about this Unity baking Plugin? http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/ Ok, nothing needs to be changed in your tool, it´s about selecting the plugin in XNormal settings