I never heard of anyone OWNING Unreal engine... you licensed it per title. As far as Unity, you own a LICENSE of Unity, not the engine... and get updates through that X.X cycle, then pay to upgrade if your choose. Unity --- I like Unity because I do not need so much help/ramp up to get something going. So many tools…
I saw this working at UNITE.. I really like that the animated thumb nailed. Well done! I would like a feature to convert supported featues to a Unity shader.
Neat stuff! Wow, there's a bunch of inspiring env work the past few pages... (: I think I'll try to get my unit into Unity and build him an environment...
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This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
Hello, I am not a TD, but I am the solo animator at my current job and I need to deal with the creating of the rigs for Unity. The coder that deals with character skills and integretion is asking for a rig that has two bones that are having the same hierarchy level -> two roots in the same rig. I am using Advanced Skeleton…
should be an easy question, how do I get all of these seperate faces to overlap and occupy the exact same coordinates (and fill the uv map boundary)? I think there was a shortcut or something in Maya when uv unwrapping called Unify faces but I barely remember
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Hello folks. I'm working on an art test for a company in my city. The things were going pretty smoothly until I encountered texel density. I found several approaches to adjust texel density but none of them worked well for me. Requirements for the model are: 2048x1024 texture 200px/m2 texel density 4px UV padding From the…
animated clipping plane could work, but implementing it in Unity isn't trivial. You'd need set up a special camera and render layers in Unity. you have to think through this backwards starting with implementation methods in Unity: Skinned Mesh; Blendshapes; Shaders; custom plugins. Most the cool stuff in max/maya doesn't…