It kinda depends on what you are trying to do. I have only quickly looked over that valve paper, but it seems like its pretty expensive. If you had a few hundred destruction cuts on screen it would probably get pretty slow. If you only need 20 or so on screen and dont need to actually change the collision of the mesh then…
My first , Endependant from Crysis or BM palm.... I know it sucks ... but at least I got to understand how the layout of the palms work and the materials , I count to improve soon after this one , just I would like if someone knows a may be trick to setting up plants and palms like those in 3dsmax to save time and work ,…
I see it here. https://unity3d.com/unity/beta/unity5.3.0b5 If this is incorrect then it can easily be added to your own project by finding the tangent to world transform in your CGIncludes shaders. Alternatively you could construct your own vertex shader which would look something like my code below (Using Unity 4).…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
I've given myself a massive headache over the past few months with trying to get GLSL to work and I'm finally ready to ask for help. I am using vertex brightness to darken the models based on what room they are in, so each vertex is darkened to room[x].light if model is within boundaries of room[x]. The goal is to apply…
Thanks :) I can't test on mobile but i think it should work, the polycount is not that high and multiple models have LOD. I do use Atlas yes, the entire scene use 3 atlases, there is a separate material for floor as it was suppose to be usable for terrain. Everything was done in Substance Designer so there is a few…
Here's a couple of ways to do it that I use in the scene I'm working on myself. The first one is simple, but works quite well, and I use it for most foliage that I want to animate. The second one is a bit more advanced, but will produce real physical displacement in the world. Although, it is to be noted that this…
Custom shaders are just any special material you put together in the Material Editor. In this case, I was talking about making a shader that blends between different textures depending on your vertex paint color. Here is another good tutorial on it if you haven't seen it. If you are willing to pay some money, 3DMotive.com…
Hehe interesting :P Just keep in mind that since you might be rebaking normalmaps you will have to pay attention to their orientation otherwise you will get messy results (I assume?) Like, if you rotate a bit 90degress you will have to swap red and green channels later on, that sort of stuff. But for scaling and moving…
With characters maybe not :D , because you can't see the curvature on a head for example. And more if you a working with a very low poly subdiv base mesh. I was customed to work with instances in Max long time ago, but since modo appeared, that thing of welding vertexes is history hehe, steps i save. Convert to regular…