Stupidly, yes. Guessing they're assuming the gloss value will stay relatively well compressed in the alpha, with AO getting next best compression in the green. Metalness doesn't need that much to it, so it gets next best in the red. I've had to hack the Standard shaders to use RGB rather than RGA and that's a real pain now…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…
Don't believe all those positive reviews there is quite a lot things still very wrong with Unity3D. Sure they will upgrade and fix the flaws and gabs but it is NO WAY close to what they claim in their ads and website (just like adobe, autodesk,microsoft,... software).. Here is a list of things that I really hate so far, my…
I'm still fairly new to Designer, but here's my thoughts: In the long run it's probably indeed will be faster to mass-produce assets using Designer only. Painter is great too and it has smart materials/smart masks, but Designer is much more flexible. In time you'll have a number of graphs and useful graph snippets that…
not that I am into unity, but it's nice that you release your lightmapper! I've looked into your code. And having written a similar tool for luxinia once, here is some hints towards better efficiency and higher quality results: raycast vs raytrace Don't trace from lightsource to object, but do the opposite. That is shoot a…
Hi! I am having an issue with my model getting a falloff in the viewport. I don't know what causes it and neither did my teacher so I am hopeing you guys might have a hunch. Here is a picture of the viewport: http://imageshack.us/f/10/wierdfalloff.jpg/
So, i have this base mesh which is a midget with 1 arm and leg and the other arm and leg are going to be artificial... So the base mesh has a stumpy arm/leg on one side, resulting in wierd topological axis. The rest of the mesh such as chest, hips and head are symetrical and i need to sculpt details on these, but due to…