hey mop I did some more digging but it would really be nice is the listener and macro recorder just freaking called everything would make this easy... checks mouse buttons: shiftKey Boolean true if SHIFT key was down. ctrlKey Boolean true if CTRL key was down. altKey Boolean true if ALT key was down. lButton Boolean true…
A good place to start https://unity3d.com/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering https://docs.unity3d.com/Manual/LightingOverview.html You probably don't want to use pre-computed real-time global illumination, instead you'll probably want to use baked global illumination (traditional lightmaps). The…
Overall port is not bad, though I agree with the scaling and lightwave. Please ditch both. Lightwave takes for ever normally, and just makes viewing clunky and slow. Look at other ports and see how they go about the posting of bigger close up shots. As for high poly, I disagree with CarlK3D. There is no need to do extra…
Here is my mock up. (Don't mind the horrible plane clipping, that will not be part of the final product.) So to the feedback: tkfxity - Looking good so far, however it appears that you have two lights that are casting light shafts from two directions from the outside which never would happen in the real world. DEugenio - I…
Thank you guys! Really appreciate the feedback!! :) @ProjectEagleeye & @EmAr floor reflections are indeed a SceneCaptureReflectActor. As far as I remember there were 3 actors total (floor, kitchen counter top and kitchen counters side, behind the sink). The actor outputs a texture and you can do pretty much anything to it.…
Nice job on the simplified normal bakes! I'm not 100% sure if you actually need to bake for this: explicitely setting vertex normals could work too if the polygon density is high enough The lighting bias map that chev describes (sounds like a good name to me; it's a bias that forces lighting to always go darker or lighter)…
I feel like I have to correct myself a bit here since I made that post ages ago (and back then I used to do really shoddy job when it came to my LP's). I don't believe there's anything wrong about using decimated meshes as your low poly. It can save you a lot of work, especially if you're working with something really…
General shoutout here to anyone who might know of a standalone vertex painter. I've seen a lot of third party UV unwrap packages and I'm wondering if there's something out there similar but just is a vertex painting app? I've been trying tirelessly trying to get some decent material blending in the old idtech 4 (DooM3)…
Howdy guys Ok so ive been working on my lightsabre for the challenge most of the afternoon,I got carried away (blah blah) turned it into some normal mapping practise..blah blah...and now ive got stuck...well not stuck but wondering which of these would be a viable option. Basically my low poly model has gone way over the…
So, this can get a bit more complex than you probably need at the moment. I will explain some basics and a bit more... advanced I suppose. Most if not all objects in a game will have two UV sets. What are these UV sets?* UV set one = This is your diffuse map/albedo map UVs. Here all the UVs that will display your textures…