Keep it low on Polycounts Bake Lights (it's better than real-time lighting) for mobile. Use Mobile Shaders Avoid particle effects Use fake trees if needed Don't use unity terrain system Disable Shadows or use fake shadows there is plenty of assets for that pupose Make static objects (static and turn off READ_RIGHT) on…
I use substance designer (which is awesome) but I thought that substance is only supported in Unity Pro? At least I haven't been able to get it to wor on the free version of Unity. Substance support is definitely something I want to be able to take advantage of, but there's no way I'm going to pay $1500 or $75 a month for…
Marmoset Toolbag 1 is most certainly a game engine, we even made a crappy game using that engine (marmoset engine, game: Darkest of Days). Toolbag is simply the rendering component without the gameplay component. Unless you're specifically intending to demonstrate gameplay, Toolbag 1 is no less a game engine than UDK,…
Currently in the process of modifying an old mesh, initially modeled using an explicit subdivided workflow too a low poly object via bevel edge weights, weighted normals, edge split with additional subsurf at lvl 1 (...for circular shapes) so at least subjectively, a 'quickie' nonetheless : #
Subdivision sketch: it's all about flow. This is a really quick visual primer on curves, loop flow, and basic subdivision modeling concepts. Here's what a curved segment looks like. Notice how each of the edges that makes up the curve is evenly spaced around the central axis. That even spacing is why the mesh smooths…
We chose to leave the rendering loop at 30 fps (default for Unity on iOS). We are at a solid 30 fps on both cpu and gpu on the iPhone 6 and that is with tons of stuff on screen. In the quieter moments of the game, we get around 100 drawcalls (geometry and transparent combined) and the game still renders at 30 fps but it…
During the first phase I wanted to create a block out of the level and create a basic level design to get the main areas I would need to focus on during the development. Initially, I thought that I would incorporate my level design into a landscape using satellite height data. However, after a few tests which were…
Hi Quixel staff. A bit of background : I am familiar with various iterations of DDO as I have been testing the program for a few years now (Legacy and Suite). Most of my experience is with DDO Legacy, having used it on a few personal projects. I however never had the opportunity to use the more recent DDO releases to their…
Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
Split edges is an option on mesh import. If you change your mind, just re-import. You can also do it automatically with an editor script. One thing to be careful of using Blender + Unity with FBX import is changing the name of the material within Unity. If you change the name of the material in Unity you won't see anything…