If you have an iPad check out our (free) apps. We have developed an app that allows you to make mobile games and other interactive apps. It is very powerful. Features a visual behaviour system, physics engine. Later this week we're launching the ability for you to export your creations and publish them to the App Store.…
Hi! I’m looking for advice on implementing a game asset like this. It’s a platform made up of several objects placed tightly next to each other, forming a single surface. I’m interested in methods to texture-paint such an object as shown in the screenshot. I want to achieve a seamless surface — say grass, a meadow, or…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…
Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…
@wirrexx @Elithenia @Piffles Thanks guys I really appreciate it alot. Hopefully the textures won't be too bad considering I can't paint well at all. Quick update. Some more sculpts for you guys. I'm behind on my schedule unfortunately, but tomorrow should be my last day of sculpting, uvs, and checking my bakes. Only have a…
Hey. So far it looks nice If you wanted to copy the concept art, you are progressing quite good. At the same time there are quite a few things you need to improve. The steps are too linear. Look at the concept art. All of them are sort of bent. At the same time, they are not following a pattern. Some are bigger, some are…
Beautiful ! I like the greenish cement/stone wall, it's definitly not a colour I would have gone for a stone wall and that kind of building but it kinda works well ! Nice job on the snow, I personnaly always have a hard time painting it and yours definitly read like thick snow. I don't dig the chains. They're too flat.…
Lookin' good, I like where it's headed. Although it's a bit too symmetrical atm, and paint by numbers. I've seen this type of environment a few times now.... I'd figure out a way to have less symmetry, and something stylistically that will set this apart. Possibly use yin/yang red and white dragons to theme the scene?…
Hi all, I'm working on the character customization part for a tiny game in Unity and I want the player to be able to change the skin color for every face texture (or hair texture). After some attemps I could think of only two solutions: a) paint all face textures in all skin shades in Photoshop and then swap textures in…