Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
*caveat... I dont use unity at work so no idea what their implementation is like however Unity has support for texture arrays AFAIK the lookup cost is significantly less than loading a list of non arrayed textures - I think its kind of dealt with before it becomes a problem. Under dx11 I believe you must ensure that all…
Welcome one and all to the 98th edition of the Bi-Monthly Environment Art Challenge for the months of September and October! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide…
@RN thx! I understand blinn-phong shading and NPR in general (can write shaders myself, also used shader graph a lot in Maya and Unity), and I think I understand how single-value drivers work in Blender. I see the suggestion is to using world-space position of an object (normalized) as light direction, that's a pretty…
Okay that is what I had thought, is that it is very case dependent. Thanks for all of the info. We are doing a lot of skeletal meshes right now as most of our components are interactable. I fear this is causing a bit too much overhead though in the long run. As we are targeting WebGL in Unity and Unity does not bake…
Yes, that artifact looks similar to the one I described and illustrated in the topic that Eric linked. Still, I had it with Realtime lightmaps, not Baked ones. My bug is confirmed and tracked by Unity here: https://issuetracker.unity3d.com/issues/realtime-directional-light-makes-ring-shaped-artifacts-on-static-objects You…
Hey, here is the next Update, not so much to see but a lot of background work. At first a change of planes. I will now use Morphtargets instead of a Bonerig. That leads to a change of the Engine, because the Cryengine doesn`t support Morphtargets. Therefore I`ve written the basic concept of my bonebased wrinklemap shader…
After studying the shader to the left extensively (along with other various tutorials), this is the result: It is still a little ways away from what I was going for. First off, nice dark outlines done in the style to the left are hard to achieve on low-poly (there are angles where they appear broken, looking something akin…
Two things: 1, you really ought to sell these all individiually/in small themed sets on the Unity store, with a link back to the gametextures website in the description for each. Look at it as an additional marketing avenue for the subscription that also leverages your collection for another revenue stream. I'm really…
@GrungyStudios thanks! Still tweaking textures, still looks too new for me. More to come. @ProjectEagleeye I would agree with you about the materials, but this should go without saying... This is still a work in progress. You can blame the engine all you want, in the end it's in the hands of the artist to create great…