Thanks guys! It's awesome to see people digging what we've been working on. Yeah so the modular lighting. You got it right. The solid-color meshes are a separate modular set, just for baking the lightmapping, discarded from the runtime build. Unity has SelfIllumin shaders that work with the lightmapper. Pretty basic…
I'll show you what I'm doing specifically: basically I placed all my modular pieces in editor before I did any uvs or lightmaps. Then when I had everything all set up nice, I went back, uved them for both textures and lightmaps and reimported. I used two separate 512 tileable textures on the following example piece: This…
Hey there, just a few things that catch my eye: Definitely lead with your lightsaber duel shot, it's easily your strongest (I love their capes!). The CryoSuit parkour could use some love; you need to get some more squash and stretch in your poses, for example when he first jumps off the railing have his legs extend all the…
Here are some potential problems with not combining a mesh: * Some engines have problems with lighting when you have open edges on a mesh. You get light leaking. * Some engines will be creating LODs automatically for your buildings. Having open edges can confuse the LOD algorithm and create a bad LOD. * If your engine uses…
the first part about the thing you'd want to know is right here [size=+2]Things you'd want to do[/size] So I hope this wall of text up here made some sense for you guys.) I find all this information on how stuff works really useful, but it’s not exactly what you would use on a day by day basis. It’s nice to read once, but…
So
I wanted to update this blog a bit, it has been quite a while (November woops)
but that’s because I’ve been using other platforms to share updates on the
project as well. And I really want to use this one for the detailed write up
about my process, decisions and current status. But sadly due to the workload
of my study,…
Congrats on the job first of all! I remember having the same feeling about 8 months ago. On my first day I got settled in at my desk and took the rest of the morning to read project documentation and set up all my scripts and hotkeys. Then the last half my lead set me up with my first task and I got right into it. That…
Hi, I am looking for a 3D/2D artist, focused on texturing and mapping. The target: I am working on a project with UE4 for serious business (no gaming) where I want to visualize some items. To place these in a beautiful/realistic environment, I´d like to build up some rooms with furniture etc. For now, a reference to…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…