Assuming you are using forward rendering, a second per-pixel directional light requires a second pass in a shader (I believe). If you use a single directional light and a single pass shader you will reduce your GPU times but it's not going to affect your shadowcasters or tri-count. Three options instead of a second…
Hi there, I am Saman, 3D environment & prop artist with over 5+ years of experience. I have a great understanding of the game development pipeline especially low-poly optimized. I can work well with the Unity editor and am familiar with the Shader Graph workflow. In terms of art style, I focus on stylized theme especially…
Just got back from vacation, but wanted to make an example for this question. I don't mean contradict musashidan and Mark, but it depends on the game engine you are working with. For Unity you do want to keep the duplicate frame at the end. The example below is a one second animation slowed down to 10 seconds in Unity.…
Hello, my name is Rbong and I am a founding
member of pixel ark games. We are a small group of 4 developers who
are working to make their dream game. Snow trail (Working title) is a
sci-fi shooter set on a planet recovering from an ice
age. The game will be a first person open world shooter. The game
will be made using…
Hi all, Been encountering weird issue in Unity during light bakes as you can see from images below. Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv. *There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space. *Randomly happens on surfaces with rounded edges ( low / mid…
So I've been working a lot with mesh colliders and there are a couple of questions I can't manage to find much of an answer for, or at least nothing specific enough. In regards to mesh colliders: Do smoothing splits and UVs have anything to do with the efficiency of a custom mesh collider? A simple example would be a crate…
I see what you are saying, but maybe I am not 'that' kind of creative artist. I have ideas for sure, but I worry more about how nice it looks TBH and i do worry about the tech side, but that's just me . The context of this piece is that it was a test for VR and it has other characters/stuff waiting to be dropped in to it.…
I really don't understand the logic leap of going from "I worked on some small projects and failed" to "I want to make a MASSIVE game by leading a team of disparate strangers" Take people's advice, and go small. Make a small game. It's harder than it seems, and it'll give you a bit of insight into just how ridiculous it is…
Super Sampling is bringing a high-end Anti-Aliasing and image quality improvement solution to Unity! SSAA takes only one minute to set up, comes with easy, convenient controls and scalable quality. Just add the script to your camera and you're done! Super Sampling provides outstanding image quality and removal of ugly…