I haven't used Marmoset so I am not sure. In Blender I would turn down the emissive level so the color started to show through or turn up the color to get it to effect the glow. It might also be the black line you have around the object. That is weird with a light object.
I think the big thing is the amount of detail and/or the distance the distance the viewer is from the object, if like those concept images/renders posted at the top of the page, the actual spaceship is just geometric shapes and a lot of patience. if its a game object, first person then its a much more detailed thing and a…
because $ is the same as selection as array. If you have multiple objects selected, $ returns an array of all those objects. Hence you can't access the name with $.name. Also there is a scope issue, as you define folderpath under "on btn_browse pressed" folderpath is local variable, so it is undefined under on btn_export…
Also, turn on Backface Culling in Object Properties. This should help the black faces problem. You need to generate those faces manually (Detach, Flip) since you'll have to edit their normals too. There's a Preference setting to turn it on at object creation, I always use this setting since game engines usually have it on…
are all the details of the clothing (belt and straps) sculpted as part of the same mesh as the shirt and pants? if thats how it is, id say remove that and make them separate objects. generally if its a separate object in real life, it should be in 3d too (for a high poly mesh at least), but for your character it looks as…
So you have two objects selected, and a single (instanced) Unwrap UV modifier added to both of them? Or you move from one object to the next, editing UV's & collapsing the modifier on each one separately? Is whichever material or shader your viewport is using set to the same UV channel that you are working on in the Unwrap…
Text is working, but there is a new issue: NullReferenceException: Object reference not set to an instance of an object CoinCounter.Update () (at Assets/Scripts/CoinCounter.cs:12)using UnityEngine;using System.Collections;using UnityEngine.UI;public class CoinCounter : MonoBehaviour{ public int coinCount = 0; Text text; //…
You can create material LODs as well, as others have mentioned. On TR, we did this to reduce texture drawcalls on distant objects. When something takes up 20 pixels on your screen, it doesn't need a gloss or specular or even normal map. We'd often reduce lowest LOD objects to just diffuse.
Cheers and there just default object colours, nothing specific. Will make proper texture and material when finished. And I have changed no settings in the render options apart from the Catmull-Rom Filter, oh and made the surface of the objects a bit shiny and added one or two lights with no settings changed I don't think…
"Physics and collision detection have to deal with fact, that object, that crossing the border can be in two (or even four) places simultaneously, and have to collide with other objects from other side." This line got me thinking about Portal. Maybe you could do an article on how Portals are rendered and how the physics…