So Awesome ! The sculpt is really good too :) I still see 2 improvements you might want to do. First you should decrease the occlusion between the planks a little bit, it's quiet black for the moment. Then you should bake an occlusion map on a second UV set in order to get some occlusion for instance where the rope is…
Also, most of these shadow calculations are done in engine. Either via static rendered lightmaps or some fancy realtime GI system. I doubt TS has this, so baking in shadows may be prudent. I would expect it to have normal maps and specular highlights which is what throttle is trying to get at. Your materials are just…
It really depends on what you're trying to accomplish with the cross platform implementation. If you're using a library like photon for realtime interaction then everything should be good to go out of the box, you just need to have two different builds with each one being tailored to the specifics of each platform. If…
,alcolm> "The best uber shader"... well... :) It's one of quite few versatile realtime cgfx shaders for Maya that I've come across so far. There's not more than three or four I know of by heart that I can remember. There's a dedicated link to me shader thread in my signature. You're welcome to give me feedback and I'll try…
if you are looing for a way to view your assets in game, you dont really need to go "in-game". MayaLT has Viewport2.0 which is a realtime viewer built right into your viewport (like marmoset only built in). If you use ShaderFX, you can leverage anything DX11 supports. You can even create your own custom shaders and export…
Hi, hardly can see what you mean on this screenshot, but does the seam also show when using the normalmap in Max's scanline renderer (by using some default material and applying the normalmap to bump slot)? The main point of QualityNormals was to make sure Max's internal representation is consistent across realtime and…
Turn based is a dying genre. Today every RPG needs "action" and "realtime" or it won't pass the marketing drones unless it happens to be a whatever-"tactics" title. The only really recent old school RPG I know of is Grimrock, unless you also want to include the gazillion rogue likes. But there's nothing else in the style…
The effect you are trying to do would be done by comparing the screenspace water surface depth with the depth behind the water surface. That requires render texture access which is disabled in the free version of Unity :( . You could try to fake it with hand painted alpha or something. For reflection you would need to use…
@r_fletch_r: Needed to change it to node.max.z - node.min.z otherwise it must stand on the ground for it to get it´s real height. I finally got some things working on my own, but there are some things i don´t understand and i can´t find a solution for it. Is it possible to determine if something was selected or not? And is…
So I dont know if this works with the non default hlsl shaders or not but... Viewport 2.0 has an option listed under performance called "Transparency Algorithm", change the option to use depth peeling and it should fix all of your transparency sorting issues. Of course if you plan to display the final result in a realtime…