In video games, how do artist create the particle effects in the game? Lets say dota 2 for example, the characters have glow/flame effects on the heros, Or just the spells in general. How are all these made and placed on the characters? Are the spells separate models created inside the 3D software, or are they made inside…
Hello I am looking for examples of Unity working in a web browser, I would like to experiment with it over the summer and I am just looking for some inspiration. [FONT="][/FONT] This is Unitys website showcaseing it working. http://unity3d.com/gallery/demos/live-demos Here is one example of the kind of thing I am…
A mesh gets triangulated when imported into an engine anyhow. The reason why meshes are retopoed mostly in quads is that it is easier to edit them while working on them. But, there are parts of a mesh that just need a few tris and that is ok. The first example of your post uses elongated quads which as a rule you should…
@Snader: Thanks for the examples. I will look around areas of my tank to see if I can do that in more places, but I usually do it whilst making it lowpoly. The 2nd example is interesting though, good technique, I will also try and use that in areas. Afew more shots of it. Will work more on it tomorrow. Think I know how I…
Here's my quick example, a bad one You can make your UV's more readable by adding secondary edge loops, this will allow you to make things a nicer layout for painting in photoshop, but without the supporting edge can lead to the normals displaying wrong. Ben Bolton is pretty much a pro at this, and has shown in various…
Attached is an example of clipping. It's when meshes intersect each other unrealistically, just like the "hot spot" of every vin diagram. In most cases it's frowned upon for the obvious reason of breaking immersion, but the textures on the rocks in CE3 allow the clipping because it really is very difficult to see., even if…
Well, it took me a while, but I finally have something to demo. Unity Lip Sync Demo It's just a little Unity Web-Player example of the finished animations. But it gives you an idea as to what this project is capable of. Each of these examples took just a few minutes to record, process, and have running in Unity. None of…
Hi! Nice model overall :+1: Looking closer, I think mainly the shading/ surface-describtion could be improved, as currently everything looks a bit evenly matte. For example some higher glossiness and subsurface scattering on skin and teeth. Skin could have some more pronounced color zones. Hair would benefit from some…
Agree with the general sentiment and keeping in mind there's many examples of enviro pieces with complex mechanical props created by senior industry artists posted on places like ArtStaion. So if you've envisioned a dystopia driven project with an additional inclusion of some type of vehicle then may I suggest you can also…
The idea of this workflow is that you're creating very complex-looking models that look turbosmoothed without the need to do any time-consuming sub-d modeling. These methods leave a lot of poles, even on clean topo, so it isn't designed for sub-d for that and the reason above. The examples above are all extremely…