Hello, I come with good news!! Thread history : http://www.polycount.com/forum/showthread.php?t=90391 The public version where you can use your own 3D model on iOS will be available on the i-store very soon!! But before I would need a few tester wishing to be part of it. Selected testers will have their 3D gallery into the…
Here are all the 3D / game art related subreddits I know of, so probably one or more of them will be what you're looking for (I searched on Reddit and found them all about half a year ago, so some new ones may have appeared since): https://www.reddit.com/r/3DArt_Tutorial https://www.reddit.com/r/3DArtist…
Just a tip on texturing to make sure there's no weird alpha artefacts, I found this photoshop action in the Unity 3d help section that dilates the border of your selected layer: http://unity3d.com/support/documentation/Manual/HOWTO-alphamaps.html From: To:
Some overview here. http://unity3d.com/learn/tutorials/modules/beginner/graphics/lighting-and-rendering This blog explains a bit more, and shows some of how messed up the Unity implementation of Enlighten is. http://shadowood.uk/Store/?u=2014-09-01&d=1&ln=Unity 5 Realtime GI This explains a little bit about UVs work with…
I've been tooling around with Unity for a few years now, about a year ago I took the leap to actually code everything myself. Have about 5 unfinished projects. One, I did finish was released as an iOS app "bath time" (iPhone & iPad) http://itunes.apple.com/app/bath-time/id486196001?l=en&mt=8 It's also featured on the Unity…
I think unity free does have a shader that does that. With the free version, you can not build your own materials a la max or UDK (unless you download an extra script) but it does allow you to pick from a handful of standard materials. You just add some textures to them. Aha: http://unity3d.com/unity/features/shaders Quite…
A good place to start https://unity3d.com/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering https://docs.unity3d.com/Manual/LightingOverview.html You probably don't want to use pre-computed real-time global illumination, instead you'll probably want to use baked global illumination (traditional lightmaps). The…