If you want height, you need either a displacement shader, or a parallax mapping shader. Can't recall offhand if Unity includes these by default (doubt it) but there are shader editors in the Unity Store that should allow you to make them.
Unity party also on Wednesday, for anyone who wants to drop by! https://www.eventbrite.com/e/unitys-gdc-party-2015-tickets-15733038943 Just wish all the funnest stuff wasn't all on the same night :s
The error was right in the log, thanks for making me aware of it. Restarted the wacom drivesrs and now it works again. Unity Player [version: Unity 5.3.3f1_910d71450a97] Wacom_Tablet.dll caused an Access Violation (0xc0000005) in module Wacom_Tablet.dll at 0033:e80a940d.
oh just putting this out there, we have a dude doin some code work now in unity, but if theres anyone on these forums that are wicked kick ass at coding with unity, we could prob use some helps :)
If your UV shell Borders are set to hard edges everything is fine within maya. Next step would be Unity. Check if your import settings are correct. Dont allow unity to calculate the normals. Use the imported isntead.
Unity yes. We've already written a shader to emulate the GG:Xrd techniques. We're actually working on ways to improve it as well. The biggest thing that attributes to the look is the stretchy bones they use in animation. This isn't supported in Unity to my knowledge.
Hey guys, my name is Ali Mirzaee. I am a freelance 3D Character Artist looking for work. Skills: Sculpting, Modeling, Retopology, Texturing I can work both stylized and realistic characters. I also have 2 years+ experience of working with Unity and programming, so I'm familiar with game engines. Softwares: ZBrush,…
Sorry, missed where you said “Unity” 🤦🏻♂️🤦🏻♂️ But, yes. Definitely want to work with Unity. Saving money for a computer is my main goal for now and sketching more. I definitely need to get a portfolio started
Unfortunately, there's nothing we can do about it - 3DO is built on Unity, which itself produces that issue. Until Unity fixes it, we're stuck with that particular problem. Sorry about that. As soon as it's fixed on their end, we'll be sure to incorporate it!