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…
@ 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…
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…
oh, ok, makes sense. I'll take a look into that, thanks :) about the megatexture.. well no :P Like I said in the first post, this is for a showcase for the plugin we are currently building to use inside the Pro version of Unity game engine, which will be available for sale pretty soon :)
Very cool stuff, guys. I saw the Unity VT stuff before but wasn't sure how properly useful it would be. Especially as you don't get to stamp stuff on a-la idTech5 :P Do you guys just get to use diff/spec/normal/alpha? How do you cope with stuff that needs things like self-illumination or gloss values?
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…
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?