I'm attempting vertex painting for the first time but can't seem to figure out what I'm doing wrong. I've followed the standard tutorials but I'm must be doing something wrong because when I try to apply the "paint", nothing happens. Here is my material and mesh paint options, very default stuff, no tweaking initiated yet.…
Hi im new to poly count and would like some feedback on this model that has been created for a uni group work project. The lead concept designer of our group came up with the initial design of Ex.black and created a high detail sculpt in Zbrush and I was given the model to do a low poly game ready model. and so far this is…
Ok, so this is my entry for the Chilvalry Contest. As a main reference I want to make a set for the Agatha Vanguard, containing a spear resembling Longinus Spear from Evangelion, but adapting trying to make it more less fantastic, but I like the idea of two twisted blades on a lance. For the helm I'm based on the roman…
It's been a while since I have used Unity, but do recall having to deal with material order since Unity assigns them to the mesh based of lowest face index value per assigned material in Maya. Something easy to do is gather all the material assignments and sort them by lowest face index. In this case, I took a 50k sphere…
This is a free tileset of city streets and grass areas to help you lay down a foundation of city roads for any top-down or isometric style project. If you're going to use this for mobile development make sure to atlas all of these 256x256 textures onto a couple of 512x512 textures or maybe a 1024x1024. NGUI, Sprite Manager…
Hey! I'm a just beginning to try my hand at shader writing for Unity. Prior to this I have had no training in coding or the like so this has been a steep learning curve for me. And surprise! I am already running into issues. I am following this tutorial, which shows how to write a basic lambert shader from scratch.…
Hey, everyone! I've put together a visualization of an image effect I've recently created for Unity3D that provides high quality bloom (done the right way) and a dirty lens effect. The effects are energy-conserving and highly optimized. The effect costs roughly twice as much as rendering Unity's optimized bloom effect (1.0…
I am trying to model assets in MayaLT for use in Unity. Almost without fail I get splotchy shadows on some polygons. Sometimes along a seam, sometimes not. Here is my workflow... - Create a high-poly detailed model in Maya - Convert the smooth mesh preview to polygons - Create UV seams on the hard edges and wherever else I…
Now, the amount of time we dedicated to these vehicles to be modeled and uved was one and a half weeks. We kinda managed in time more or less but because we had some problems after two weeks (which I will bring up later) we decided to cut two models from the final game. Therefor at this moment, the game is supposed to have…
I'm glad you find it useful. There's a lot of scripts, shaders, lighting, LODs and Unity settings all working together so it's a challenge to explain it all clearly. To qualify everything I write: I'm not an engineer and I don't pretend to be. I work closely with them, I do a lot of scripting but I stay out of their code.…