Hey everyone! I made a little tutorial to give you an insight into my #photogrammetry pipeline for #Unity3D.
Tutorial: https://t.co/oslvajh2Of
Right on time for #unitytips Tuesday :D
I used the free #DisplayLand app for scanning, and #SubstancePainter for additional texturing
#globalgamejam2020 talk done!
Thanks for listening :D
I'll share the talk once it is online, but here are s pome samples from the #unity3d editor :D
https://t.co/mrFapvd9ZX
#UnityTips Check your HDRP settings with the RenderPipelineWizard. It will save you a lot of time!
You find it under Window -> Analysis -> RenderPipelineWizard
Alternatively Window -> RenderPipeline -> RenderPipelineWizard
depending on your versions
#gamedev#indiedev#hdrp
Hello everyone! :D
I am James, a #Gamedev / #Art generalist that loves to create new worlds. Lead Artist @SimulationCrew by day, creating awesome stuff @Nuts_Studios by night.
♦https://t.co/aW4TvK4yUI
♦https://t.co/oB2MeGFohS
♦https://t.co/Ec79igAJYe
#PortfolioDay#unity3d
#unityTips tuesday!
If you're starting out in @unity3d#HDRP and shadergraph: be sure to check out the measured materials :D
A collection of amazing resources from Unity to get started and learn from!
https://t.co/qCTkXgycKm
@_arieleo_@unity3d Well, we have a day and night cycle - so we actually don't bake on the tiles. So theres always the chance you get some artefacting in the shadows where they intersect. We should test it with proper lightprobes to see if it works properly :)
@ofx360@SquaredApe@unity3d I wouldn't dare say if it could directly. My guess is, with a litlle work, it could. At least from the effects standpoint - Switch should be able to render it. As long as you take some time adjusting your project to the platform you wish to build for.