Currently working on a mobile game, am going to post images here as and when i can :) first image is a shot of one of our lead characters, Mustafa. Think a quirky, british version of final fight with physics and general nonsense.
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?
Short answer, it runs great on mobile devices! We recently released a mobile performance update. Test it out for yourself, we offer fully functional watermarked versions of all our products. Downloads
PLEASE, make support for mobile, it's definitely needed, even if you limit the nodes or something. I think it's super important to have something for mobile, specially that most unity users are doing stuff for those platforms. Great job btw. I would totally pay a good amount of money if you support mobile and get it to…
Check the normal map texture input settings, I only did a bit of droid developing, but they have different compression methods. With PC builds it should default to a DDS DXTNM compressed file, with the mobile versions of Unity sometimes it will go to some crazy mobile format that maybe isn't as good. Also check the shader;…
hey guys, happy to share this small moon-base that tunnel was produced as visual concept during research and development for a mobile game prototype. https://www.artstation.com/artwork/Ev0bl8
Baller! I know you got all mobility back, but what about sensation? I had a buddy who cut the tendons in both thumbs at the webbing. He regained most mobility, but sensation was shot.
looks great! Id really like to see how it runs on a mobile device, Im pretty sure those shaders will not function. Maybe in a few years when udk or unity mobile support matures more.