To change the clothes your character is wearing in-game just change the player model's material. You could perform this action on a button press. Just write a script with a public function, get a player reference, get the player's material renderer component, and then change the material to something else. For the weapon,…
I've thought about this first idea at one point and found that there would be holes in the corners of the eye where the sphere goes deeper than the corners. I could see what it looks like when i push the corners in a little to match the depth of the spheres maybe. As for animating the uvs, i don't think unity (my engine of…
1-2) Seems like a fairly straight forward job then, a few bones and off you go. 3) It depends on the game and what you can pull off. I'm not that familiar with Unity on the programing side to say one way or the other, they both seem possible. A model swap would probably be the easiest but it would not be too hard to carve…
Hey nosyT, I'm not familiar with SolidWorks so I cant really crit much on a technical side. With regards to the buildings it looks like you have made a good start, I really like the building with the windows. One thing that stands out is the difference in the level of detail the building with the windows has compared with…
If you plan on recording footage from Unity, then I would suggest using Fraps. Fraps records losslessly at whatever resolution your application is running at so the footage will look just like it does on your screen. The main downside to using Fraps is that due to the quality of the footage, the filesize of your screen…
PVRTC is 2bit or 4bit per pixel, but both these data rates support alpha channel. Most people use 4bpp, if Alpha is not preset in a 4x4 pixel block all the bits go towards RGB. But if you use Alpha, it comes at the expense of the quality in other channels within that 4x4 block. In some cases adding noise can improve…
A number of factors have affected the Mod Scene: Number of tools released for modding - individual engines have their tools but there are fewer engines nowadays than before. An Abundance of usable game engines - I think this is the biggest. Back in the Quake 3 era, you didn't have actual game engines available at…
Hey sepxhan, your recent response is kind of confusing. I am going to state a few things about uv's that I know :) So once you bake your models, heading back and moving the uv's around is never a good idea, normally it would mean rebaking an then editing the actual diffuse. Generally I keep my uvs inside of the 0-1 box,…
You've missed my point about memory considerations. You say you switched to offline because memory usage would have been too great. My point is : if you can wilfully abandon any memory consideration by going offline, why worry about memory in the first place? You're clearly not creating for a target/platform where it's a…
are you using a gamepad or the mouse to click on the buttons ? and how far did you play before the menu broke ? or did it break on the splash screen? we wanted to add that but didn't have the time :( so that her face and the item are not covered by the conversation backdrop ^^ (which has to be there because unity doesn't…