Thanks! I actually started 3D a while ago, but I realized I need to do more of it. I enjoy 2D a lot, but 3D feels more rewarding which is why I'm pushing to learn recently. Lately I've been learning vertex painting and more about modular/tiling environment pieces. My old hand painted models are really ugly looking. I…
I have a problem. After redoing some of my foliage to get better vertex normals and reimporting them into UDK I still have a problem when I paint them into my level using the foliage tool in UDK. In my level as you can see in the picture the twosided material is extremely dark on the backside and bright on the front where…
Hey Congratulations, what an awesome game!!! I was wondering if you or your programmer could give us a more deep explaination on the vertex modifing shader you used for the world?? And maybe if you or any of the guys in the forum could point me in the right direction on using Textures (as you said that the whole world used…
I had a couple of questions: Is using existing companies vis-a-vis manufacturers/sponsors okay, or should we make our own? (I was thinking of using Fairchild) Also, I'm sure this has been answered ad-naseum, but I just wanted to make sure that like in the Vertex fighting game contest that effects also count towards our…
As far as I know, 2013 has some problems with TBN and directx shaders. I cannot get any of my shaders to work properly at work. Writing a custom shader to return the tangent and bitangent per vertex to the viewport shows flat (or practically flat) colours in 2013, where the exact same shader shows expected results in 2012…
Nice improvements! One thing I notice hasn't changed and could use an upgrade is your brick wall/columns they look quite similar you could play with more vertex painted texture variations or decals, and, also give it some volume either by modeling some shapes (it doesnt take a thousand hundred tris, just few more edge…
Okay, I have sorted out the tree problem now. My next issue is trying to do something similar with the road. Here is the code that makes the trees align to the plane. fn find_intersection z_plane objects_to_z = ( local r = ray objects_to_z.pos[0,0,-1] local nodeMaxZ = z_plane.max.z r.pos.z = nodeMaxZ+0.0001* abs nodeMaxZ…
Yeah we make mobile games in unity at work, it is powerful but those big features like normal maps and light probes do hit performance quite heavily. You would have to be very careful how you optimise your game if you are using per-pixel lights and normal map shaders. You can use unity vertex lighting and lightmaps and…
@Dave Dind Designer has been a great challenge. I really like how quickly I can get the absolute basics of a material setup that looks passable until I can come back to it later and give it some loving it deserves. Being able to change tiling amounts and experiment so non-destructively has completely changed up my…
Out of morbid curiosity I looked up Second Life's materials. It only supports one UV set per material, diff/spec/normal, no lightmap, no vertex blending textures on meshes. I would seriously reconsider how you're approaching this project and make something stylized that can use tiling textures and modular cliff/rock…