Hello, I have come up with another issue. I suspect this one will be simpler to resolve than my last! I created a simple master material for translucent glass. Blend mode is Translucent, shading model is Default Lit, lighting mode is Surface Forward Shading. I've parameterised the base colour and opacity, among a few…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sidewaysIn Blender:Ctrl + A → Apply Rotation & ScaleRotate X = -90°OR fix in Unity using a parent prefab 2. Tree half undergroundSet tree base at…
Hey guys, It’s been a while since my last post, but I wanted to drop a quick sign of life. I’m still working on the project, even though my time and motivation have been a bit limited lately. Not a massive amount of progress, but I’ve replaced the rough blockout with some smoother shapes and am currently experimenting with…
That's expected (to a degree). If the background is very bright, there is less contrast for the reflection to show up against, especially when looking right at the reflecting surface rather than at a glancing angle (Fresnel). You can see that the reflection is still there, just very faint. Basically, the dark parts of the…
(UPD), I've modeled and textured a locker and some pipes and added them to the scene since the last post. I've also looked into vertex painting / texture blending, but I'm unsure how it applies to a modular kit, since it appears vertex painting would be used once the room and objects had been placed together in order to…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
@Fabi_G, looking nice! The only issue I see with this method are little polygonal diamond shapes where the metal arcs are damaged: either it's the contrasting color in vertex color, or sharp edges, or both, but they look a bit too sharp. Especially compared to the similar shapes baked into the normal map. I realize these…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…
Thanks for the suggestions and feedback, much appreciated! @Eric Chadwick @Fabi_G =) The recommendation to check out The Thing (1982) is a great one. That abandoned Norwegian station sequence really captures the kind of atmosphere I’m aiming for with this project, snow and ice slowly reclaiming an interior space. I’ve also…
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…