Hi, i've released a package called 2D Retro Platform Kit (2D RPK) some days ago on the Unity Asset Store an i would like to know what you think about it. It is a kit of pixel style retro game art composed of 169 sprites and 180 prefabs that you can use to develop your own 2d platform game in Unity. It is available here:…
I love this forum. You're all so helpful! It's not just that I get an answer (or 4) it's that ALL of the answers explain a different way to solve the same problem - Which inspires me to think "Where else could these solutions be applied?". Whenever I need to google "How to ____ " Polycount tends to be one of the first…
Overall I think this scene is a great practice for TrimSheets! There is little texture stretching on your textures. Your lighting is competent and really helps making your environment believable! A glaring issue I can see are seems, and the modelling is too primitive. (By primitive, I mean it lacks mesh-level detail) This…
thanks guys! yep! i'm a big fan of Q3 textures and i wanted to make at least one attempt at bringing that style into current gen. yeah, there's all kind of stuff that can't look good unless it's baked. that's why i am in fact learning zbrush. you can find some of my attempts here:…
Hey all. I am looking for 3D modeller / texturing artist to collaborate with me on making asset store packs to sell on UE4 and unity marketplaces and possibly on other sites aswell. I am quite OK modeller, but my texturing skills are non existent, that stuff doesnt interest me, and i would much rather collaborate with…
Hey all. I am looking for 3D modeller / texturing artist to collaborate with me on making asset store packs to sell on UE4 and unity marketplaces and possibly on other sites aswell. I am quite OK modeller, but my texturing skills are non existent, that stuff doesnt interest me, and i would much rather collaborate with…
Hi, I keep hearing people say if I don't import normal map as normal map in Unity, I will see some quality lost to normal data. As far as I know, this is caused by texture compression and each channel have different number of bits, so Unity shuffle channel on normal map import to get better precisions. Question is: If I…
Thanks for the tips @Eric Chadwick! I originally had the stones as tileables but wanted to get a seamless transition between the sidewalk slabs and stones. 100% agree though that I lose alot of variation using the tileable. The point of vertex painting was nice. Perhaps I could do that for the slab/cobblestone transitions…
I'd like to make a pretty geometrically simple material- some grout inlaid with smooth stones. I plan on modelling the geometry by basically intersecting a bunch of these stones with a simple plane. This should work well for the stones, but the grout would obviously going to be flat. Ideally there'd be some grooves in…
Hi, I'm working with Substance Designer for a few weeks now and I didn't have a particular problem with anything yet but this one particular texture. I'm sure there is some simple way to do it, but I just keep missing that solution and it's very frustrating as it seemed like a quick texture to make. So how would you do…