If you're doing things on the cheap side photogrammetry can help if you buy assets from megascans or other places, like the unity asset store, and then you don't need to make them yourself. Then you get a detailed result for very little cost.
Depth offset will probably work - I'm fairly sure that's how they did it in journey. I usually use mesh distance fields in unreal for this sort of thing - not sure if that's available in unity Or you can use the object's world space bounding volume to generate UVs
Hello everyone. First time participating in the challenge. So this is what I got. Everything was done in Blender and the final screenshot is from Unity. I know the painting is bad, but I am still learning. I used different options to better learn the software.
BC5 is a better choice than either if you can use it in almost any situation. Basically it compresses the red and green channels each independently in a similar way to how DXT5 alpha is compressed. UE4 and Cryengine both support it although Unity doesn't IIRC.
They're not making Steam available to anything but Ubuntu, so there'd be no point if your purpose is to find out what kind of Steam experience you would get on Ubuntu. I'm not a fan of the Unity interface either, but it's best not to introduce too many variables to the test.
I was excited to read your slides, but unfortunately for the most interesting part regarding decal mapping "We use a shader in UE4" you are still trying to figure it out. The screenshots are done in Unity, which is a bit confusing. I like your presentation style.
If the animation is good enough it shouldn't be a problem, though there are a few alternatives to render. You can look up how to get your shots in Unreal Engine or Unity, for example. Or use Maya's Viewport 2.0 which will get you a decent result with minimum effort.
Started on the sky, still need to fix some textures and make the water. Also going to add a few more bushes around the area. Also trying to figure out the best way to render the birch leaves in Unity without having those hard shadows...
Another difference is that send to unreal remembers a different file path - which is why they make you choose the project. So if you're exporting to different projects, unity and unreal, you don't have to keep browsing to the folder where you're exporting FBX files.
@weee Moai sdk and lua is what my friend Ryan used. After talking with my friend about it, It would have been a lot easier to use unity to get it on the web, but we didn't decide to put on the web till after the fact. :P