Nice model/texturework/animation Viking. How many bones did you use for the animation? And Drayton, are you using Unity's physics etc for your iPhone game, or your own?
be careful with your wishful thinking on the shadows there ;) Selfshadowing works obviously but Unity doesn't yet support casting shadows for mobile. (not sure why anymore, some handsets are pretty beefy now)
that was the "request" not my idea :), i had to make somehow an 1 on 1 version for each tile, with some twists here and there, like the telescopic rooftop sections. Not on asset store, it was for a game done in Unity
This is Herbert. And his 3d counterpart at 570 tris with 128x128 texture. I'm currently trying to build a game in Unity. But Herbert for the Game is in a different style: [ame="http://www.youtube.com/watch?v=JC0FFSDhEfo"][/ame]
The result is really great! So, are they particles used in a game engine like Unity? They look like flat billboard planes with a transparent texture... How did you do the fake lighting you said?
A directional lightmap shader is fairly easy, neox made one for airborn before unreal supported lightmass.. Problem is that beast in unity doesn't bake three lightmaps per face --> no information for the shader to use..
Been Working on a low-poly Unity game keeping all assets in a 1024x1024 texture. So far, only half my map is used. I wanted more detail on the pieces that are closer to the player.
I made a sponge. Sort of a realistic-ish texture combined with cartoonish-ish big holes. Anyone know how to fix that seam? It appears in Marmoset Toolbag2, but doesn't really do so in Unity.
A plant! Does anyone know how to make some kind of cel-shaded shader in Unity that is also effected by lighting? I have a scene with various things that look like this, but I have them with flat lamberts etc. so they don't look nearly as vibrant as the image above. I didn't notice any cel-shaded stuff with light properties…