Hello Polycounters ! I'm working on some grounds on Unity 5, and I want to mix textures to create variety. I've done it for film in the past inside Maya, and I was thinking it would be easy to do in Unity. I've seen that it's a very basic feature in Unreal Engine 4 ... But in Unity, it's not a smooth workflow at all, there…
32bit TGA works fine in Unity, the game converts it to the appropriate compressed format automatically. We have some introductory info about this on the wiki, FWIW http://wiki.polycount.com/wiki/Texture_formats
Hi, I am having the exact same problem. Can't find anything all the package links are dead - including the one you posted here, could anyone reupload? I know it's been a while but still trying... I have to do the exact same thing - paint pbr shaders on a mesh, in Unity. Any answers?
Yes ! :) the bright values in the alpha mask will pop up first, followed by the dark ones. that's why Height/displacement maps are commonly used as masks. As Eric said, Unity automatically convert your source images to compressed format for the game. you can use any format you want, that support alpha channel (…
Well thank you jfitch, after having looked all over the internet, it seems that painting outside the Engine and importing back the models is the best approach I could find, I've managed to drive diffuse, normal and specular maps with that technique. Not yet compatible with PBR, but it should be soon as Unity 5 is young and…
There's more than enough shaders available, I would personally recommend the Alloy shader package that comes with a bunch that do this. The team provide great support too. If you want a fiddlier but free tool, you might want to try Lux. Do the vert painting outside or pay a programmer to write you a simple but effective…