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Look at tiling mode in the parameters. Setting that to H tiling might do what you want - it'll need to be on the blend node for the AO generation to inherit it. If that doesn't work, you might need to mask different parts and generate AO separately.
I don't know Unity's specific implementation, however I can give you some general background on AI agent navigation. Generally speaking an AI entity in a game doesn't know a thing about the world around it that it isn't directly told. They tend to obey the same game logic rules as whatever the class they are controlling is…
Finally some Updates to share! These boston snow storms can't keep me down. So here is a video of the first playable "milestone" I guess you could say. The functionality is pretty much how I want it, and most of the animation stubs are in, some a little more polished than others but nothing is final. [ame="…
Looks like you're making progress of your own man, good job! Here's my toolbag scene and the textures used: http://crazyferretstudios.com/public/rocktest.zip Flick the light in the scene on to see the effect of scattering. brief summary of my thoughts on the material: With thick ice, transmission goes blue because water is…
@Sunray No worries. For proper fold placement, it's really about what the character will be doing in game, but generally you want to properly convey tension and gravity through your garments as well as create a believable silhouette and general clothing construction (i.e. your shoulder seam is properly placed.) Generally…
It's a general-purpose word that's useful and common just because it's so generic. In CG/games (and in most computer science) large, complex things are built out of smaller, less complex things. It's helpful to figure out ways to describe the organization of how these things work together to comprise the sum of their…
Your 3d skills are very nice but typo seems to be your weak spot (not a beaty in all designs so far and somewhat clumsy imo.). Some general tips regarding fonts: - dont use more than 2 font faces (the first design has about 5 different). It makes the design looks cluttered and unprofessional - try to find fonts that…
Thanks for the nice comments everyone! I'm going to be cooking up youtube video tutorials on general approach (not how to's or anything like that) after the semester is over and I have some time during the summer. Right now I'm way busy with game design (which is exactly why i havent responded to this thread sooner, lol).…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…