True, I agree with those things especially the lack of a cage. Blender should be capable though, it's the import/export scripts that has to be up to date and working. In max I want the split-edges smoothing from maya and blender, but they keep insisting on using the smoothingroups, in blender I want the cutting tools and…
Theres not really much in it hardware wise, so you should be OK - however I would advise building this directly in the Unity iPhone engine, not the Unity engine, otherwise you will in for a serious shock. (lots of Unity functions are simply not available between the engines)
can you flush through unity? i mean can you export the mesh that unity created? besides tangents this also could be UV compression. Which would be avery common issue with Unreal Engine. if you can, just load it into unity, export and bake with this mesh.
Whats going on people. Just made an account so i'm new on this. I'm in my third and final year doing a 3D Games Art course at the University of Hertfordshire. My final year project is called Unite The Route which is basically a racing game trailer in the cry engine which is set in the 1970 on the roads of route 66 in…
Hey everyone, I'm currently challenging myself to learn UE4's general workflow in the next month. I'm coming from a background of working nearly exclusively in Unity, so there's a little bit of a learning curve. It's still a work-in-progress, so I'll do my best to document as much as possible while I am working. Any…
An in-house 3D Artist role based in Dublin. We are looking for a 3D generalist to able to fully create the look and style of our games. We are a mobile game company with over 20 million players worldwide, mostly known for our successful mobile 3D sports games: https://www.facebook.com/giraffegames We are looking for an…
Yo. I'm looking for sweet tips/tricks on rigging and animation when it comes to prop animations for in-game characters in Maya, and how they translate to Unreal 4 and Unity. I understand all the basics, parent constraints, etc., but my latest question pretty much has to do with dropping an item and the rigging/engine stuff…
I'm using Marmoset Toolbag as my primary texturing tool and I am very pleased with it. However, since I make game assets, I want to experiment with making my trim sheets in a rectangular textures rather than square as 1024x2048 to save on the number of texture files used. I attempted to set this up when baking, but all…
Hey Pea - it seems so, so the CS5 RC probably won't even have that functionality. What I'd like to know is why, and with Unity too? People who have recently purchased Unity iPhone must feel pretty shafted. Not by Unity of course, by Apple.
I'm fairly certain that Toolbag doesn't export custom shader setups to either UE4 or Unity. You would need to find a solution in Unity that does the same, or similar thing. I'm sure Unity already has cell shaders on the asset store. If not, let me know.