I had started building a series of low-poly / flat-shaded game-ready assets and after years of them just sitting there in the asset stores, decided to make my own game out of them. This is a scene from Crown of Kings using Almighty Assets low-poly 3d models and props.…
Excellent, I have fixed it now. I am viewing the shader in RenderMonkey and it seems that the default cube model it comes with has its UVs layed out as a cross shape. I exported a default cube from Max and the shader looks perfect now. It was only a simple effect - I was trying to make a fan blade spin. Thanks for all the…
Thanks again for your help poopipe ! I will follow your advise then , and stick with shaderfx. I agree with you they must have restrict certain feature to match the stingray ecosystem, it does make sense. That's a shame they didn't have the idea to implement 2 shading model : spec/rough and the metalic/roughness in the…
I'm currently testing various methods of recalculating normals for an ocean shader with some vertex displacement waves. One of these approaches uses sine - cosine correcelations to calculate the normal components, as described here: http://www.antongerdelan.net/opengl/vertex_displacement.html What I'd like to know is, how…
Hey, the question is pretty easy but the answer may be hella hard (I don't know). The situation is the following: I have a character, I have imported it to Marmoset, now what I want is to not see the Marmoset normal shading but rather a cell shading like the one seen in Sable ( https://www.youtube.com/watch?v=4jqWpEHt8lI).…
[Asset store] [Documentation] [Video] [APK Demo] [Rate/Review] Highly customizable to suit your art direction through various parameters. This package focuses on providing artistic freedom, rather than a realistic water simulation. NEW Version 2.0! • 3 new demo scenes • Revamped desktop shader • 4 water VFX assets • New…
Hi! For a University project I'm currently developing a visual style for the URP in Unity. Lot of fun :) At the base it's going to be a simple toon shading, but I want to incorporate a few more effects from PBR. This current iteration includes Toon Shading, minimal Normal Mapping, a bright and dark color overlay and fake…
Hey guys, how do you approach texturing models from Fusion 360 if even? This is an FBX export from a BRep to Mesh, medium refinement unwrapped in blender (No retopo). The shading looks correct in Blender but in substance painter the shading breaks.
Ephesians 2:8-9 - I think that you area bit over zealous here. The author obviously wanted to let other folks use the shader, but you should always credit and prolly email the guy also. As timman indicated lots of stuff gets shared im the games industry, using other peoples meashes/textures etc. its just a way to save…