I´m probably not the best to give you feedback on this but maybe you could try an auto unwrap on the UV2 channel inside of max and see if the results are better? In unity I used to make my own UV2s
Assuming you would be exporting parts multiple times but in different configurations if you set it up in the DCC. it'll be better to set up and assemble in engine. Engines have specific workflows just for this, ie prefabs in unity.
Thanks Daf, I'm glad you like it! Yeah, I agree on the pose, I'm planning to rig the whole thing once it's done and do some renders in Unity or UE4... maybe even do some animations. :)
http://simul.co/truesky/ they do plugins for unity and u4. Looks not that real in actual games although Skybox term should be forbidden and forgotten long ago imo. Box is most texture ineffective way to do sky.
Cool, I will experiment. As for what I eventually plan to use - I'd like to use UDK - another thing I have to re-learn, and perhaps Unity as well. Anything special for making alphas for UDK? Thanks.
The prior posts and this one is to show the shader at work, we have created a shader in Unity that uses two colour maps, one for lit conditions and another one for unlit conditions, and then a *roughness map* to determine the shapness of the shadding
Hi guys, here's my last study of female figure. I'm thinking about making demoscene with girl like this moving in real time (udk or unity), hope I have time to do this in near future.
Another idea for you is to purchase some model kits from the Unity Asset store and build your world with them. I mean, that's if you can't get someone to make some work for you. Just a thought!
This is what I have so far in unity. I am adding the last few trinkets around to fill the scene. I am trying to use a hinge joint and a windzone to move the upper window. Is there any trick to that?
I've had strange results in Unity with cubemaps and other similar stuff. In the end I had to normalize the viewDir inside of the fragment shader before calculating the reflection vector. It's an extra normalize, which sucks, but it fixed the problem.