This is looking pretty cool. When do you plan on having it running in engine with light mapping? Are you just going to bake the lighting down into the diffuse or will it get a second channel?
Started texturing one of those buildings to see how it all will work out in the end, and the results are being quite satisfactory. I'm using six 4096x4096 textures for these two walls in order to get as much unique/high res detail as I can. The graffiti at the bottom is just a place holder I used to see how it would look…
@ Rick_D - thanks mate! @ sltrOlsson - thanks man, I hadn't realized some of those were pen. I'm kind of in a hurry, but I guess haste makes waste applies here. I'll get right on that, and sharpening the cracks a little bit too. Cheers! @ AlecMoody - thanks man! We are planning on just using realtime lighting along with…
Hi guys, A few weeks ago me and Pedro started working on a showcase scene for the Unity Virtual Texture plugin Diogo Teixeira is working on, due to release Q1 2011. Learn more about the plugin at the Unity forums here The scene consists of an urban environment in between buildings. It will feature a couple of connecting…
This VT system integrates seamlessly with Unity's own texturing system. You can still use regular texturing for non-virtualized channels, e.g. semi-opaque surfaces, self-illuminated, light maps, etc. At the moment, due to some streaming limitations in Unity, only Diffuse (rgb+gloss/alphaTest) and Normals are being…