Earlier versions of Unity had a fog script which could be adjusted to work like ground fog, so it was based on Y world position of the pixel. You might find similar things on the asset store or take a look at Unity 4 or 5 ImageEffect Bundles.
ok, I have a few questions, cause this is almost borderline spam posts in my opinion. what is this? why are you posting? what are you trying to achieve? and I dont mean that in a douche-y way, I honestly have no idea whats going on here.
Best guess would be to make a holographic material (tonnes of stuff on here and on the webz) and then through kismet, figure out the x,y,z of where the player got shot (There is a projectile landed event and seems to give reference to the projectile) feed that into a mesh and play a matinee sequence.
Yeah, that's just how max works. I had to deal with that nonsense with face normals. The same normal would have its x/y in a different direction than another one. To get a good edge extrusion, use this script http://www.illusioncatalyst.com/ic_tools.php#IC_ExtendSurface
I mainly refer to the missing (hidden?) option to flip the Y channel of the normal map afterwards. I know I can do this by hand by going into the normal map psd but it would be nice to have this checkbox available after having rendered the base maps once.
I switch between Maya and Modo, and I have browsed through the UV section of Maya's help, but I might be too thick to grasp everything in there. Oh, and I realised I used X and Y, when I'm supposed to use U and V :P
I have "up" set up to be Z axis in maya. However, the "walk tool" completely ignores thit fact and still operates as if Y was the "up" direction. Which completely messes up the controls. I was wondering if there's a way to change the "up" direction for walk tool? I couldn't find an option to do so and no results in google.
It's just a design trend, and it's awful - it's basically the game equivalent to needless animations/transitions in mobile apps. But I guess it looks fancy in video trailers and looks "current". The *only* place where I find it somewhat useful is for skipping cinematics - but even there I think I'd rather have a Y/N…
Hey guys, I was just wondering if there was any way in a Post Process to compute the position in 3D space of each pixel? My first thought was to take the Camera position and add to it the Camera vector multiplied by the value in the depth buffer. But I soon realized that by that stage of the rendering process the camera is…
top notch! one gripe that i see is that the wood in your ref is a lot rougher. at least the handle does... one "artistic" flavor - materials have very similar color so maybe desaturate one of them, or change the hue a bit more. as it is its very "same-y", but maybe that's just me.