to add.. it's not just about alpha-blended surfaces (those are hard anyway) Proper support for alpha-clip / alpha-test on the source mesh is a really useful thing that very few bakers have. ie. The ability to render through clipped pixels in the materials on the source mesh and capture underlying opaque pixels. Use cases…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
The one that always gets me is when i hit P while i'm in the Material Editor. I want to switch to Perspective and it brings up the Creat Material Preview.... which if your like me alwasy on dual monitor with the mateiral editor on the second screen it can really be annoying :)
Some glTF materials I've contributed to glTF Sample Assets. A neat thing about the glTF PBR material system is it's built to work in both realtime renderers and non-realtime renderers.
Sorry, we are no longer accepting applications for this role. _______________________________ Hey there. We're Feel Free Games, the indie team behind Luma Island. Our next game will be very different but we can’t reveal what it’s about in public yet. To help bring it to life in Unity, we're looking for a super talented VFX…
just updating my good ol sketchbook page ;] and be sure to check our progess at this link Welcome to the Monthly Noob Challenge October 2013 (12)! implemented - new material shading and design detail on Walls panels - window material shading - re-exported all assets with " Obey hard edges " on this time :'( ( all you…
First of all, congratulations on finishing the scene! In my mind that is the biggest challenge of all. It does feel like a dungeon right out of Skyrim. A couple of things I feel you could do to improve your scene would be: - Make a triplanar material/shader, it would solve your tiling issue on the walls without having to…
Often times a modular kit gets made by one artist and used by another, so IMO you want them as robust and simple as possible. 0.5m is probably the minimum snap distance, but I would keep it to 1m if possible. The smaller your snap distance, the easier it is to misalign things and not notice. Closed meshes are generally…
Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
Yo yo, sick gun :) I think you need a break up of materials. It looks like a metal smart material was drag n dropped onto the whole thing and called done. If you search up submachine gun on artstation, I'd suggest getting references from there.