Use forward rendering + single pass shaders that make use of forward rendering. This will allow each object to use a single directional light + any number of vertex lights but usually limited to four in the shader. You can add the vertex lighting calculation into the vert section of your shader. UnityCG.cginc has two…
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Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Thanks pior for the nice idea . it's a bit more straight forward over that bezier curves approach i do but requires more precise vertex placement. Even in your example the upper one is not perfectly straight having some points off . I sometimes need to straighten big chunk of a racing track Ariel image from a drone to map…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
This may depend also on the used topology.. also on the reference there seems to be a smaller blend/round/fillet than the shown wider (angular ) bevel/chamfer (depending in which app you are more familiar with).. so the left one has no weighted normals (almost no difference; at least with these options) and i tried the…
I really like using an add on for Blender called the PolyQuilt tool which works very similarly to Maya's Quad Draw which I also like, but it has even more functionality since you can work in other modes beyond vertex (edges, tris, quads and n-gons) and because your doing this in edit mode, you have access to Blenders full…
My updated and (likely) final scene composition after taking feedback into consideration. I added some placeholder vines and grass cards for some minor foliage. I plan to use vertex painting for moss in the texture stage.
It probably works the same way as vertex programs where if you modify the vertex position it does nothing to the vertex normal, and you would need to manually modify the vertex normal if needed. So you still need a normal map to get proper shading, unless you were doing something crazy and editing the normals along with…