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…
Hy guys ! i'm trying to create a matte glass texture for the windows of a car. I've never done this before , so the first thing i tried was using an hdri enviroment and baking the reflections to get a base for the glass look, the problem with that is that there is no way , as far as i can tell, to bake reflections…
just for reference when you create curvature bakes with 3do baker will it bake out one then throw it though an algorithm or bake out each of the 7 different ranges to get better fidelity and avoid seam-based shenanigans?
So, there's good news and bad news. The good news is that I got selective blending to work with regular decals as well, and the performance impact is pretty minimal. The bad news is that the workflow differs a little from dbuffer decals and both implementations don't have feature parity. The most severe limitation is that…
First of all: this is becoming a bit of a derailed thread, but I feel it's important to keep discussing this for the sake of a game and all the people involved. Is there a way that a mod could separate these posts in to two threads? One just for Mihai's work (sorry this is all in your thread) and one for the convo with…
Here is my layout of the War base. Got a wardesk and a global ball. I got 2 floors. You can reach the second floor by taking the elevator. There you'll find a capsule. ~
1) Its all worth keeping 2) if by refining you mean finishing then yes. 3) Ashbust = great for practice. BUT having to comment out that your work was based off another's (even as much work as you did to it) is still a tiny black mark in my eyes. It will help if you post a link to an image of the ashbust so they can see how…
Hey-a @pior Yeah, i get what you are saying, and i kinda managed to get good results on the piece im actually working on (not a cube :smile: ) by adding chamfers to the edges, it kinda equalizes the score of 90 degree edge and a UV split vs 2 edges and no UV split (not exactly but kinda) Also i think i understand what you…
I developed a "fake" volumetric fire simulation in Unity. In short, I use a set of alpha-clipped and blended cards stacked in front of each other, and the fire fades in/out based on the distance from the center card. I made a brief video covering how it works: https://youtu.be/AcCGoEsmUz8 You can download the .unitypackage…