I finally shipped my own iOS game to the Apple App Store...you can check out the images of it here. I used 3DS Max, Unity Engine and Photoshop to create most of the artwork. http://itunes.apple.com/us/app/tablet-match/id492315709?ls=1&mt=8
Asset Store | Facebook | Twitter | ArtStation | Youtube Free Snowman is available on Unity Asset Store! It's ready to be used for games and renders! You can use this asset for both, personal and commercial purposes. To keep in touch with my following assets, don’t forget to follow my Facebook page.
Thanks for the answers above, this is really helpful and probably explains why I've not had much success applying for Technical Art roles. I actually have around 10 years experience with Unreal/Unity, but I've mainly worked as a freelancer on small projects where there's been a couple of programmers and a couple of…
Just as it says I rig and animate in Maya. I have experience making stuff for both unreal and unity, I can also make rigs that can be used for cinematics. Facial rigging, offsets, deformations, etc. I also have a fairly extensive mocap library for many locomotion animations already at my disposal. I can work within most…
Got it.. the answer is: Unity takes the first channel from a multi channel input if the receiving slot takes only one value. And for the alpha slot this becomes the red channel and it gets zero when you choose blue as color and bam! gone are the stars
Closing this project with a small street scene in Unity. It was cool making a scene to walk around and I learned a bunch from this whole work. I would like to hear any kind of criticism since I'm sure I've missed a bunch of things.
For what it's worth here's what the Blender viewport looks like these days - basically on par with UE4, Unity and Toolbag3 : https://i.imgur.com/03kcWxy.mp4 Anyways : take your time, relax and learn one thing at a time, and focus on quality and accuracy. Good luck.
I would like to join as well! This is my first post here too. Here is my general layout. So now that I've posted something, I have to finish it :) I'm currently working on a tiling brick texture. I'm using Unity for this.
Depends on the game engine and how it compresses data. For example Unity does increase the vertex count when I add UV2 but it's not double. One mesh goes from 1030 to 1104 when I add UV2. Only 74 verts added.
the main issue with Zbrush normal map baking, it's not synced with tangent space data from the model, that unity (unityTspace) or Unreal engine 4 (mikktangent) deals with. So best is to find the baker that make your normal map to match the game engine requirements.