You can see it here: https://www.youtube.com/watch?v=rxM6QVwrzBg&feature=player_detailpage#t=1196 but once you start adding drastic meshs the technique goes out the window. It's an age old problem and that Unity script solves it but I wonder were the con is, if it is indeed a type of decal then the draw calls would…
https://docs.google.com/document/d/1H4Mv-9Zryg-Vn-5cA2g7eqIwLbiJD5ELHcjgGcPN1so/edit?usp=sharing That's a simple doc that lists some important/useful scripts for modo, along with some misc tips when using modo for game art. This is another good youtube channel with some interesting modeling techniques:…
Hi! 1. Yes, you can increment on save but only through additonal script. 2. OBJ supports smoothing groups it just need to be switched on in export options. I believe you using Max? There is a [Texture coordinates] [Normals] and [Smoothing groups] checkboxes, and you need to turn Faces option to triangels to prevent 3DO…
Yeah man, it only works for materials that are masked and set to receive lighting. You won't have this issue now since you are passing through emissive, but you will still have a darker and a lighter side, just a lot more subtle and will receive lighting the same time terrain around you does. The script is for max yes.
i didn't really get your problem. but i found mirroring objects quite complicted compared to 3dsmax. so i wrote a script to make it a little easier: http://dl.dropbox.com/u/132816/mirrorObjects.mel source it and run mirrorObjects command and you have a bunch of options plus it solves some problems with flipped normals.
I think that's it. The city itself looks OK but the weirdness comes from the ambience, there being only like 2 unique NPCs, reskinned and all wearing the same 1940s style attire; also the fact that there's no cars except taxis, making very scripted turns. I guess they needed to showcase that part of the game since it's…
You need to generate the models yourself. Or by a script to generate them. Unity only has tools for switching/blending between the models; you provide the actual models. Also shaders typically have LODs too, since they're often the bottleneck for performance. So your lower LODs have simpler shaders, not just simpler meshes.
Yes, having a Resources folder is just creating a folder named "Resources" anywhere under your Assets folder. Any assets you put in the resources folder will not only be included in the project, but will also be available for loading into the project at run-time. This is a method for accessing assets through scripting as…
python in combination with a maya runtime frontend like skyline would sound like a wetdream. Where scripting in unreal could seamlessly intergrate with tool strategies. The HIK and Ikinema examples at GDC really have me jonesing for that kind of iteration at all stages of dcc. In the perfect world unrealengine 4 would be a…
So true, in my opinion Unity needs two things to come as standard, a node based material system and a visual Scripting tool with a load of prebuilt goodies. Here are two great examples. 1, Shader Forge - https://www.assetstore.unity3d.com/en/#!/content/14147 2, Play Maker…