Hey there I have this phantom sphere that doesn't appear in the viewport (even in wireframe mode) and i can't find it in the World Outliner, yet when I play the Standalone Player (to render 360 images) the sphere appears. Here's looking through a camera... Here's a wireframe view... And here's when viewing through…
Hey PC! Just finished up my latest personal project. It's an idea for a near-future unmanned robotic railgun. I based a lot of the design on existing tech and tried to push it a little further with materials and construction. Feedback welcome, even if it's just a better name for the damn thing :) Testing out Vimeo as well,…
Hey everyone, just thought I would share this site I found today; I was looking up pictures for an old Spawn toy I had, and I found out their website has pictures for almost every Spawn toy, as well as 360 turnarounds. It's a good place to get your gears turning. http://www.spawn.com/toys/categorytype.aspx?categoryid=4…
Here is quick 360 of the object in Marmoset. There shouldn't be anything special about the file. I made new scene and the object from a scratch, texture is plain grey 32bit .tga with plain grey alpha channel. I'm leaning towards some bug here although I'm not very experienced with the program yet and will do reinstall.
You can make all those boards floaters that simply intersect and overlap. Including those chamferered edges it'll be 8 polys / 12 verts per board: In an example of a 15x15 grid of boards, that comes to a total of 240 polys and 360 vertices: ... instead of 4349 polys and 3960 verts. Floaters will also be beneficial for UVs.
"current gen" is pretty ambiguous right now. Are we talking 360/PS3 gen, or XB1/PS4 gen? More polys. Most Xb1/PS4 gen games I'd imagine are using some kind of PB rendering (the ones simulating realism anyway). Mari and substance designer/dDo would probably be a good start for materials.
Flickr is good, but annoying when you have to work around them trying to stop you from saving pictures. I also like Google Maps for specific locations, they show images taken at that location and street view is nice at getting a 360 look at the area. Taking pictures yourself is really nice if you can.
Necrothread just because I found an sweet setup using the information here. Add these to your hotkeys file: <shortcut fVirt="3" accleleratorKey="9" actionID="272" actionTableID="0" /> <shortcut fVirt="7" accleleratorKey="9" actionID="369" actionTableID="0" /> Tab: Toggle transparency/wireframe Shift+Tab: Toggle wireframe…
So true, in my opinion Unity needs two things to come as standard, a node based material system and a visual Scripting tool with a load of prebuilt goodies. Here are two great examples. 1, Shader Forge - https://www.assetstore.unity3d.com/en/#!/content/14147 2, Play Maker…
Amazing concept. Going to keep an eye on this one. Just out of interest will you model it so it can be viewed from a 360 angle or just based on how you see it in game (leave the back faces empty)? I'm not sure how to go about mine and wondered if you had any advice. good luck!