If it's for the Unreal store it should work by default with their skeleton sizes. Conveniently 1 Unreal Unit corresponds to 1 cm (used to be different in UDK) so you should go with real scale in cm. I'm not sure what Unity uses, but the same should apply ie:model in a scale that works out of the box.
Conclusion: OK it looks like this is a clear tangent space issue, and the unity tangent space being not matching Also it looks like marmoset does not display the tangent space it bakes for which is weird. So if I bake for unity tangent space, marmoset does not use the unity space in its viewport, which I did not know. If I…
I fire up Painter and the "shelf" has what it has in the Materials section. So if I have some .sbars and I put them here: HD c: > Program Files > Allegorithmic > Substance Painter > resources > shelf > allegorithmic > materials ...shouldn't they show up in my material menu//view//area in Substance Painter every time I…
Asset Store link | Website Hey everyone! Earlier this year we launched Hot Reload for Unity, an easy to install solution that allows you to compile code instantly without having to exit/enter playmode (check out our Unity Forum post). Since then developers like KeepSake Games (Minecraft co-founder) and Moon Studios (Ori…
Hi all, New to the forum and was hoping for some crits and feedback/ suggestions about a character model I'm working on for a game in Unity. Suggestions about what can be improved about the model and things to watch out for when working up in Z- Brush or Mudbox would be helpful. I'm guessing that if there are suggestions…
I think what is confusing you is that the optimal size for a model is probably 2. Im guessing that is the finished size. I base that guess on the size of a unified finished character, because after unifying the character it is the same size as the default dynamesh ball from the startup library. You can test this out if you…
This statement seems to contradict itself. When they initially said fully dynamic lighting with precomputed lighting, I assumed that this is to do with GI (isn't any basic lighting done in real-time? It would be pointless to have to bake something that doesn't have GI unless its to do with only baking shadows). Then he had…
Thanks for the positive feedback! These 2 drawings will be used as is in game as 2d sprites. We are using Unity and a plugin called Sprite Manager 2 from Above and Beyond Software. Both very good tools. At the moment we plan to release it for iphone ipod and ipad. The iTunes app store is inexpensive to develop for, the…
Senior Visual Effects Artist Fixed-Term - full time Location: Skövde, Sweden What it’s about Are you an experienced visual effects artist with a background in the gaming industry and a real passion for visual effects? Are you passionate about gaming? We have an exciting and challenging opportunity for you to become part of…
So, annoying situation. A Unity project I'm working on has a tonne of lightmaps that were baked in Unity 4, after porting to Unity 5 they still worked fine but now after upgrading to Unity 2017.2 the LMs aren't receiving a dilation/padding pass that Unity should apply automatically...…