I believe with Unity 4.6's new UI system you can make HUD in perspective pretty easily. Also that ground "texture" (might not be actual texture?) seems to glitch.
Some shots from a game prototype I have been working on. Using the amazing Quixel and Unity 5. These are screens from Unity. I cant believe how good Unity's graphics have become. Cheerio
Hello! I believe this might be my first post on this forum, or possible second post. I can't remember! Been lurking for so long :poly136: This is what I am currently working on: Working on a dock now to attach the boat to :)
Yeah that texture is pretty cool it allows you to use the transform tools without distorting the texture. I feel it adds a bit of speed to my block out process. You can download it in the UE4 marketplace I believe its called SuperGrid. aannnnnnnnnd Thank you! =]
Wow I was scrolling through and couldn't believe there was another power "gonk" droid! Oh well I guess the force is strong in that one! I'm creating a tutorial for how I created mine as well. I just finished up the base model, now onto uvw mapping and texutring! https://www.youtube.com/watch?v=WKnHpGsobSw
Thanks again man! Here is a screen grab I had laying around, the fov is messed up but its the final highpoly I believe. This is in my work in progress thread here as well, not sure if you looked thru that at all, but it pretty much shows my whole process. http://www.polycount.com/forum/showthread.php?t=138722
Another Asset for my scene that is a current work in progress. I recreated Josh Dina's version of the model for the scene to learn and also I believe it suited the overall piece better than the original. Original Mike Murrill: http://www.mikemurrill.com/images/digital/halo4_lookout_machine13.jpg Redesign by Josh Dina:…
This is my first hard surface modeling project. I'm trying to create believable computer. A lot of inspiration comes from my own built computer but I'm trying to add as much as possible my own ideas into the components in the computer. This way I'm trying to achieve the feeling of uniqueness to the final piece, so there is…
Matt_Billeci: Love the details on the metal, it seems believable. Dave Jr: It looks really good! Just not sure about the "white circles" (I guess some emissive could help) :poly121: Here is a final render of my SciFi buste (Substance Designer/Toolbag 2), and as it's related (don't hesitate to edit if off topic): Crosspost…
the damage to the edges of the tiles is really unnatural and an eyesore. i don't know if it's some kind of rendering artifact or if it's just your texture, but some of the black tiles have random colors on top like green, and it looks, again, very unnatural and pretty strange. the paint wear is really blurry and doesn't…