You need to generate the models yourself. Or by a script to generate them. Unity only has tools for switching/blending between the models; you provide the actual models. Also shaders typically have LODs too, since they're often the bottleneck for performance. So your lower LODs have simpler shaders, not just simpler meshes.
Yes, having a Resources folder is just creating a folder named "Resources" anywhere under your Assets folder. Any assets you put in the resources folder will not only be included in the project, but will also be available for loading into the project at run-time. This is a method for accessing assets through scripting as…
python in combination with a maya runtime frontend like skyline would sound like a wetdream. Where scripting in unreal could seamlessly intergrate with tool strategies. The HIK and Ikinema examples at GDC really have me jonesing for that kind of iteration at all stages of dcc. In the perfect world unrealengine 4 would be a…
So true, in my opinion Unity needs two things to come as standard, a node based material system and a visual Scripting tool with a load of prebuilt goodies. Here are two great examples. 1, Shader Forge - https://www.assetstore.unity3d.com/en/#!/content/14147 2, Play Maker…
I dont think people will lose their job, I think this will just make their job a little easier. It looks like you still need to script out everything that it does, so you need someone to do that, and then it will still need to be edited and manipulated. Looks like a pretty awesome tool though, I'd like to check it out.
modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
I'm looking up a bunch of stuff my friend is linking me. I guess I was coming to a dead end with my current texturing skill set. I'm going to use the 3dsMax script posted in the news for the gradients, after that I'll look into how I can handpaint everything with a nice uniform style close to the concept.
I worked at a studio where the Environment Artist would create an entire play area inside Max, the Level Designer would place extra collision, monsters, NPCs and scripted events. Experiencing a variety of engines is good, knowing how to deal with the quirks of Unreal & Cryengine will better prepare you for the quirks of…
The reason for this is explained here in the normal mapping category. http://area.autodesk.com/blogs/shane/hotfix_4_3ds_max_2011_3ds_max_design_2011 Optionally you can average the normals of all the vertices which are planar, this would reduce the distortion and make it possible for the normal map to be used on a LOD model…
really good work! congrats! did you use any cool tricks eg custom shaders or a bespoke particle system or some wierd awesome texture sheet script? Did you come up against any really complex problems that you had to solve? Im making quite a bit of unity vfx lately.