You should read through the beta thread or the current support thread for examples of what to expect for each output. There are limitations with some engines and shading errors are still possible with unity (in forward rendering mode, deferred looks perfect) and probable with unreal.
Calabi: I have already tought of this, but we are using Unity for my current texturing object, and i we have little time to i dont think the others would go with that idea, pluss i managed to get the tiling right :)
Hey first of all, congrats on releasing the game, and hopefully all goes well! I was wondering, and hopefully this isn't a tacky question, but how much did development cost, if you can share this information? Also, did you do it on Unity?
Yes USD is a fileformat. https://renderman.pixar.com/stories/pixars-usd-pipeline Last Unreal and Unity versions are able to read those Data. The core is this USD file format and every DCC is saving those files wich could be layered and Stacked.
thanks for the reply guys, I bake using 3dsmax "bake to texture" and load up in both max and unity with proper setups, they all have seams. using max 2015 @Revel : shouldn't the bake correcting the direction/ orientation when baking?
Thanks dude! I'm following a course to learn how to write C# directly for games in Unity, so I'm taking all the code I'm learning and applying it directly to Gaimoria. Though this game isn't Gaimoria, all of the art you see in it, is!
The unmodified texture looks a lot like the kind of diffuse map we use in Marmoset Skyshop (unity). It's a PBR workflow, but not a Metalness workflow. In which case, the textures you got are not for a metalness workflow, like you said. Certainly check in with GameTextures!
Group stuff that will commonly be seen together into a texture sheet, and make sure they they use the same material. There's some good articles on batching in the Unity docs. You might also want to check out Simon Schrieber's "Game art art" blog.
Didn't realise you were a PC'er dude, it's Farfarer from the Unity forums :) Nice post - would be cool to see some more pics of what you've done shader-wise, just out of interest (for those of us sans-iPad).
Yeah I've been using Unity and trying out the terrain in that. Though I think I might look into UDK or CE3 soon as I gotta get a wider range of knowledge on it. How is the terrain editor in those programs? Is it easy to use?