Yeah we make mobile games in unity at work, it is powerful but those big features like normal maps and light probes do hit performance quite heavily. You would have to be very careful how you optimise your game if you are using per-pixel lights and normal map shaders. You can use unity vertex lighting and lightmaps and…
@Dave Dind Designer has been a great challenge. I really like how quickly I can get the absolute basics of a material setup that looks passable until I can come back to it later and give it some loving it deserves. Being able to change tiling amounts and experiment so non-destructively has completely changed up my…
Out of morbid curiosity I looked up Second Life's materials. It only supports one UV set per material, diff/spec/normal, no lightmap, no vertex blending textures on meshes. I would seriously reconsider how you're approaching this project and make something stylized that can use tiling textures and modular cliff/rock…
Looking great, nice work. One thing may be worth revisiting. The shirt hem has different topology than the top of the skirt, but they're snug against each other. This will cause gaps when animated, since you can't apply matching skin weights to the vertices. If you did it more like the shoulders it would deform better. You…
#2 update! Hey guys, so I did some bricks in substance designer. The texture is still at a blocking stage, so expect changes. I will start blocking all the materials in the next days and go on tweaking them as I consider it necesary. I have at least 5 other tileable materials to create (without counting each variation for…
Personally I still think the future is more towards supershaders. You take a handful of textures, combined with vertex painting, and you've got an entire island worth of ground covering. Much more scalable in terms of memory, much more flexible (just change a var to get more snow), and a lot more versatile. Scanning is a…
Thanks! :) Doing the damage on the wallpaper as a decal might be a good idea and less costly than creating a vertex paint shader so I may try that, thank you. About the lighting/misalignment on the right side I'm not sure I follow what you mean, can you point out what you mean? As for the tiles they do have a normal map…
How did you go about scaling your weapon? If you scaled it on the highest level (Editable Poly) then you actually changed nothing about the object, apart from what it looks like in your viewport. To actually scale the object, go into vertex mode and select ALL OF THE VERTS!!.. ahem, and then scale them down uniformly to…
Thanks again! It's not really about the orbit though. It seems that the guide plane itself is not located at the last draw point but rather at the center of the object. So the last drawn vertex is not the center, which it should be for it to work properly. Have you tried using it yourself? Maybe I am doing something…
Do not use 2 lights, it looks terrible. Now for shading. By default, the viewport is in gouraud mode, or "per vertex lighting". Lighting is calculated on vertices and linearly interpolated between them. You can't do much here to make a better shading exept adding geometry, tweak your smoothing groups... If you activate…