should be an easy question, how do I get all of these seperate faces to overlap and occupy the exact same coordinates (and fill the uv map boundary)? I think there was a shortcut or something in Maya when uv unwrapping called Unify faces but I barely remember
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Hello, I'm kinda new here and not sure where else to post this. I'm modeling a modular set of assets in Blender and they all snap together well in Blender but when I import them to Unity they no longer snap together. I recorded a quick video to show what's happening. https://www.youtube.com/watch?v=NQ0QfLoikbI
Hello, I am not a TD, but I am the solo animator at my current job and I need to deal with the creating of the rigs for Unity. The coder that deals with character skills and integretion is asking for a rig that has two bones that are having the same hierarchy level -> two roots in the same rig. I am using Advanced Skeleton…
Hello folks. I'm working on an art test for a company in my city. The things were going pretty smoothly until I encountered texel density. I found several approaches to adjust texel density but none of them worked well for me. Requirements for the model are: 2048x1024 texture 200px/m2 texel density 4px UV padding From the…
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animated clipping plane could work, but implementing it in Unity isn't trivial. You'd need set up a special camera and render layers in Unity. you have to think through this backwards starting with implementation methods in Unity: Skinned Mesh; Blendshapes; Shaders; custom plugins. Most the cool stuff in max/maya doesn't…
Hey everyone, I'm a long time lurker on these forums, and an environment artist. I quit my job to attempt a game that truly capitalizes on its environments. I'm using Unity for its ease of use in the programming department. Here are my initial screenshots: If you find this interesting you can find out more at eastshade.com…
There's already a lot you can do in TB2 to simulate the conditions of UE4, Unity, and Dota. For example, it's pretty easy to simulate default lighting/shading conditions from Unity 5 in TB2. First and foremost, you should set your model's tangent space to Unity. EDIT: SEE BELOW POSTS ABOUT SPECULAR. Set your Reflectivity…