Drew++: Realy nice work on that gun, altough the render is a bit to flat for my liking. Just wondering, on the wirers you have posted, the R and such is made by floating geo, right?
Looks really sweet, you’ve nailed it. The interior perspective seems a bit off though, compared to the iron railing. Is the projection misaligned? Would be great to see texture flats. Are the flowers in the same trim sheet as the architecture? Often, a texture requiring alpha would be separate and lower-rez because…
Here is a bit of code in C# for a quasi Active Reload in Unity3D. Put this on an object in the scene and run. Can be used for anything that requires timing, use your imagination ;) . More code for stuff on the way. using UnityEngine;using System.Collections;//There are many ways to skin a cat, this is my way. Hopefully it…
Couple quick points: 1. In comparison to Frannys sculpt yours looks too soft and mushy, without many hard, defined planes for light to bounce against. Would definitely be worth revisiting that IMO. 2. It looks like you're not using any normal map at all in the textured shot as it comes across as incredibly flat. If you are…
I dig the atmosphere you've created, especially the lighting. The foliage on the other hand looks really flat and doesn't look like it's anchored to anything. It's like there's no plant, it's just leaves floating around
Thanks for the welcome and thanks for answering! I find that interesting. What of say a tabard / loincloth? I'm guessing it's the same process as applying a hem or just leaving it be if it isn't ever possible to look at it from the side? In my case the players (multiplayer) can get up close (essentially up to the bounding…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Floating is generally fine. Unreal and other instance-based engines you see lots of floating, instanced meshes for environments and they work really well, with a few exceptions. You're usually going to want to weld your verts if you're using engine-baked vertex lighting (older Unreal work for example, and probably the…
Does anyone know how to make the healthbar stop at zero? (it currently goes below zero) Thank you. using UnityEngine;using System.Collections;using UnityEngine.UI;public class HealthBar : MonoBehaviour{ #region FIELDS // The player's current health public int currentHealth; // The player's max health public int maxHealth;…
I am using Substance Designer currently for such things but before I recall I used polygroups in Zbrush "groups by Normals" most probably , then made not flat parts only visible and select them , then switched back to complette view and inverted the selection . "Mask by feature" also should help