CrazyButcher basically everything you've linked can be found via self shadow blog :P. Also unity's the blacksmith presentation is worth mentioning. Other articles and breakdown available on unity's blog. https://docs.google.com/presentation/d/101COAUXgKo_ouWcgoZhraDmDV9urZZu1gnOtxX1vB3g/pub#slide=id.g643f10ac4_1_79
Thanks for letting us know. I got: The Animator's Bundle, The UDK Material Bundle, Custom Weapons in UDK, Cloth in UDK, Intro to ZBrush, Unity Tips and Tricks and C# for Unity Developers. Lots for me and my workmates to munch our way through!
Does this asset work with Unity Unity 2018.1.0b10 + Post Process Stack v2 + SRP Lightweight Pipeline? Im interested in the edge detection shader, I tryed this port https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity but is actually not working in my setup, thanks!
Here is a WIP. I'm currently working on the skin in mudbox (thats why his upper body is lighter then his knees). I also have to fill a hole in his belt. 7MB, you'll need the unity player : http://shaunlarkin.com/unity/orc/ thanks!
So assuming starting with default settings in unity for the reflection probes and so on, and assuming pc platform for unity output, what would be a good starting workflow to at least get close? I understand it'll never be perfect, but at least a baseline approximation would be good.
i've decided that alpha test sounds better because of the stupid sorting problems i'm having with trees im making for scenes in unity, now whether a plane is alpha test or alpha blend is that dependent on the file type (image) or the program displaying maya/unity
Cool, thanks BinaryJunkie! Yeah I've heard the UDK Engine makes things look a lot better than Unity. They even say that at AIE, but they use Unity anyway. I think it has something to do with it being better for the programmers on the course, if I remember correctly.
Earlier versions of Unity had a fog script which could be adjusted to work like ground fog, so it was based on Y world position of the pixel. You might find similar things on the asset store or take a look at Unity 4 or 5 ImageEffect Bundles.
So I exported the textures and checked them out in Unity and it appears that the seams are a Substance Painter defect at least as far as the lighting is concerned. The lighting is consistent across the seam in Unity. Unfortunately the scratches filter the aluminum material uses doesn't offer triplanar projection. ☹️
I don't know Unreal very well, but what I usually do first in Unity, if my materials are not looking as expected, is to export the environment map from substance and plug it into Unity so I have the same lighting... hope it helps maybe somehow :smile: