Sketch fab doesn't allow for PBR materials. So I just had to set values, the screenshots of it are closer to what it actually is. I also do agree that if it were to be used close to a player more geo would be needed (and even a bit more around the main cylinder as is). Here is a screenshot from within Unity at a relatively…
Actually, when seeking for some info about havok on the web, some people were saying that they used the tools to generate their hulls at work. So I tried ... and it worked like a charm : At the moment I don't think I'll use Houdini, Unity 5 improved also alot its physics, so I think we'll generate hulls only for special…
Oh, here in Italy FlashCards are illegal since the beginning of 2009... Not talking about the videogame censor here... Damn, why am I born here? What did I done wrong? But I'm not going to buy a FlashCard if Nintendo will let the 3DS read homebrews without hacks. Or maybe a custom firmware will do. And now something that…
This is not the same as the Unity solution as you can see when the rock is moved into the terrain surface, you still get a material difference which causes a seam. The unity solution is just like vertex painting only your painting on both the terrain layer and the mesh at the same time so you don't get seams or a…
badass!! thanks guys. I have seen employers asking for people knowing unity, but I have messed around with UDK a bit before. I will pick it up again. However, eat3d has a pretty in depth guide, it seems of the cryengine here http://eat3d.com/cry3_intro_vol1. I'm not sure which one would be best, i had a bit of trouble with…
So, if i do the PBR smoothness workflow. Which channels do i need? Can i just delete some of the PBR metallic workflow? or do i have to redo the texturing because i used channels to create textures that i wouldnt use anymore? Also, i am using unity 5. Some of my assets were created using the metallic PBR workflow. Can both…
so i fixed it, i am not really sure what caused this, but i found some things on the unity forums to check and my best guess is, that the problem was the tagmanager.asset file, where a space schnucked into between the data in the thread i was reading it said that this happens when you import an unity package where…
The Unity 4.0 runtime works on Linux. The full editing suite does not. So if you are a Unity developer, you can't switch over to Linux entirely. This is part of the reason why I still keep a few Windows machines around. So long as there remains software that is only for Windows, I will have to maintain at least one Windows…
The wood is plastic painted, the original texture had some scratches that revealed that, but the painted grain is lost in the export and I have to tweak the maps to really show that( it was mostly driven by an height map that really don't work well with the unity shaders). The texture are divided in 5 material with 2k…
Yes it will. I would suggest building it with a texture for a single floor, then clone the floor and add the floors. I guess this is what you meant by tiling geometry :) . For variation/breakup on the texture try doing what chrisradsby suggested and use alpha decals. Fyi if you end up tiling the geometry, Unity doesn't do…