About BigBox VR BigBox VR is a venture-backed startup founded by experienced entrepreneurs. We are passionate about Virtual Reality, Multiplayer Games, and eSports. The team is composed of industry veterans who have created best-selling products at companies like Sony, Disney, and Valve. We are looking for ambitious people…
Hello Polycount Community! Battle Override studios are looking for a knowledgeable and talented 3D Artist specializing in hard surface modeling to join the crew. You will be working directly with the founders, content and product/UX team to bring the game to life using the Unity platform. You’re excited to collaborate with…
United Front Games is seeking a Senior Technical Character Artist. Hey polycount. These are some hefty requirements that would be great to fill but let me break it down for you a little more. What we need is a technical character artist who's proficient or at minimum willing to learn Max Script. This person will also be…
It depends entirely on your target platform. Use the profiling tools inside Unity to figure out where you need to cut costs, and then look around the net on how to improve your particular problem. Usually you will be facing draw call issues and overdraw. For shaders you can forget about the native ones that comes with…
Implementing this sort of shader is very simple in Unity if you use a visual shader editor like Strumpy. It's a widely used shader effect that has been well documented. I made a simple variation of it about a year ago. You can download the .shader and the Strumpy Shader Editor graph in the video description if you wanna…
If you are going to export to Unity there are some undertakings on forum both here and on unity to make proper tangent calculator for xNormal for Unity. From my point of view it is not so obvious but there are some differences in how unity calculates its normals and tangents. Principe is known, just results are different…
blaken: yes marmoset for the assets and unity for screenshots with the unity logo. felipefrango: yes they hacked unity ^^ I asked a friend dev about the normal trick of the terrain: So here is his answer (Taoa): in the editor, the first texture you put is a color map, then a normal map, and so on, so that every other…
Hello, welcome to the journey :) You might use this workflow for something like sidewalks, but for anything that needs to feel more natural and 'off-grid' you will have a lot of problems, not least is the normal map issue you've run into. A typical workflow would involve simple meshes or even just planes that are…
Hello! I'm trying to find a way to get a squash and stretch setup in Maya that exports out correctly to Unity/any general game engine. At the moment, a lot of the solutions I've tried aren't supported by either fbx or Unity; - deformers, ffd's, lattices, morphs or anything involving vertex animation is out (it is possible…
Hi, i created a terrain in Blender which i would like to use in Unity. I don't want to use Unity's Enlighten for lighting so i baked all the stuff (diffuse, lightmap, ao, etc...) into a single texture using Blender. After importing this to Unity the results are quite dissapointing - texture is blurry and pixelated and is…