Update 21-02-2016 Hello again, I uploaded new videos with some improvements in asset support, rendering pipeline and user interface, seems hard to start with other things like the brush system :( before finishing other important features. I also added support for FBX, multi shape/material-id meshes (WIP) and mikktspace…
The Divine Unity Shrine - Realtime Tech Demo for Unity 5 My freelance work for Unity Technologies ( Unity 3D ) after much exploding of the beta and smashing of my face on keyboard, this is where my life went for.. a while Video here in 2K ( if you goto youtube site or here http://shadowood.uk/unitypano/ ), select gear in…
I am trying to texture a wooden crate, but after baking, I am having visible seam line in the mesh, as in the picture below. Even after using triplanar blend, it's the same. I have UV cut in all the hard edges in my low poly mesh. I tried to figure things out on my own as much as I could but didn't get much of a solution.…
Hey all. I had a question that has been bothering me lately about low poly modeling. I was told by someone on here in a thread that when they're doing their high poly models, they'll go ahead and use as many intersecting pieces of geometry as needed, but when they do the low poly they'll try and have as much of it welded…
Visually speaking they are the same, but depending on the shape it could be beneficial for you to make a model/portions of a model as one contiguous mesh. It just depends. Normal maps tend to bake much cleaner with airtight meshes, and there is less wasted UV space in your textures and lightmaps. With your specific example…
Hi everyone, I've not officially gotten these up on ubi.com yet (they should be up this afternoonish), but i wanted to let everyone know that I'm going to be staffing up a few Tech Art positions here at Ubisoft Studio SF. We've built a foundation over the last few years (Rocksmith!)and now we're getting the ball rolling on…
Thanks poopipe , it makes sense . Stiil the properly tessellated/decimated mesh around terrain surface features may need much less vertexes than a regular grid. Like several times less but my guess it still more traffic toward the GPU than just textures .
POM is pretty expensive and prone to a lot of artefacting - personally i try to avoid it unless I'm not in a position to generate the mesh I actually need (damage decals are a great use case for POM) - Nanite has no bearing on this at all. There is a baseline cost to using Nanite and you need to be sure that your target…
Hey guys, I asked this in the Answer Hub but I didn't get much help so I thought i'd try here. I have a small scene that i'm working on and everything seems fine except for a few of my smaller meshes that don't seem to be casting shadows. I have some paper and post it notes stuck to a wall, a dirty cloth and beer bottles,…