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…
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…
so, it's been a while since the last update because we've been very busy finishing up this. All buildings are now modeled and textured and there are only a couple of props left to texture, so we are mostly done apart from final tweaks and last minute additions to the asset list. here is a small sneak peek at what it is…
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…
The texturing looks great man. Im confused as to what your trying to present though..whats is VT? Is it something to due with the texturing? I didnt fully read the whole post or all the links due to me being tired.
hey, thanks :) well, the textures are currently (mostly) unique, except for a few small things here and there whose repetition is not likely to stand out. But all the major surfaces are unique, so we can showcase the full potential of the technology. About the graffiti, they are as high as 2.5 meters now, but I guess we…
great job modelling everything, as i am new to Sub div. modelling and Texturing. I was wondering a couple of questions. What tools beside a 3D program and Photoshop are you using? And are you working modular wise?