I've played around with this in Unity already. Got a bunch of shaders/scripts related to this for Unity (converts cubemaps to equirectangular maps and can then use the equirectangular maps as a reflection map - or you can plug in your own equi maps); https://gist.github.com/Farfarer/5664694
The Unity Asset store has some good stuff: link I was actually thinking of piecing together a DayZ/WarZ clone out of assets off of the unity store. This city pack and this nature pack pretty much covers all the environment bases for me.
CrazyButcher basically everything you've linked can be found via self shadow blog :P. Also unity's the blacksmith presentation is worth mentioning. Other articles and breakdown available on unity's blog. https://docs.google.com/presentation/d/101COAUXgKo_ouWcgoZhraDmDV9urZZu1gnOtxX1vB3g/pub#slide=id.g643f10ac4_1_79
Thanks for letting us know. I got: The Animator's Bundle, The UDK Material Bundle, Custom Weapons in UDK, Cloth in UDK, Intro to ZBrush, Unity Tips and Tricks and C# for Unity Developers. Lots for me and my workmates to munch our way through!
There are some fair points in there, especially around the growing distrust and how things are getting lumped together visually. That’s something I’m seeing as well, particularly with more polished work getting questioned regardless of how it was made. The archviz point is interesting too. But I don't think in 25 years of…
Does this asset work with Unity Unity 2018.1.0b10 + Post Process Stack v2 + SRP Lightweight Pipeline? Im interested in the edge detection shader, I tryed this port https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity but is actually not working in my setup, thanks!
Here is a WIP. I'm currently working on the skin in mudbox (thats why his upper body is lighter then his knees). I also have to fill a hole in his belt. 7MB, you'll need the unity player : http://shaunlarkin.com/unity/orc/ thanks!
So assuming starting with default settings in unity for the reflection probes and so on, and assuming pc platform for unity output, what would be a good starting workflow to at least get close? I understand it'll never be perfect, but at least a baseline approximation would be good.
i've decided that alpha test sounds better because of the stupid sorting problems i'm having with trees im making for scenes in unity, now whether a plane is alpha test or alpha blend is that dependent on the file type (image) or the program displaying maya/unity
Thanks! Doing my best! And I would call Godot a "Blender between engines", there are some things that you literaly need to do backwards, but on the other hand, bunch of the workflows feel way better then Unreal or Unity. examples: + the importing of custom collisions from a 3D Software using suffixes is better then in UE…