We were able to work with some really talented artists for this one. Check out their work!
Concept: Ivan Rastrigin - https://t.co/OJhT2Z9OjU
Modeling: Laurentiu Nedelca - https://t.co/hm1knGYds8
Texturing & video production: Stephanie Everett - https://t.co/cteLr1j22Z
I just found out the latest version of #substancepainter has a brush strokes filter. Makes life very easy to get a painted look.
I made a basic shader in Substance Painter (you can see it for a few seconds towards the end of the clip) and then modified the shader in COPs.
If you're exporting FBX from Blender to Unity and noticing the order of your materials are switching (especially evident in a LOD chain) you can solve it by selecting the entire mesh faces and go to the the Mesh tab → Sort Elements → Material. This should fix the order of your materials.
I wrote a bit about the many features I worked on at Unity Technologies 2009-2020, while the company grew from 20 to 3000 people.
Get a peek behind the scenes of some familiar Unity features, as well as a few that never shipped.
https://t.co/FdPxFzsnmu
#gamedev#unity3d
💡 Triangulation isn’t consistent across 3D software—Blender, Maya or Unity may all handle it differently.
If you bake maps on a non-triangulated mesh, it can lead to shading errors later.
Always triangulate your low-poly mesh before baking to avoid issues.
Dive into #Skyblivion with us!
Our special galleries let you compare and contrast original Oblivion locations with their remade versions. Plus, our 360° gallery fully immerses you in new ruins, mines, and the sprawling countryside.
Check them out: https://t.co/xOCfmXHOvG
Modelling blockouts can be really easy when using Fspy and its blender import addon. Here's a quick example using photo ref. You can easily do it with concept art too (if the perspective is easily ascertained).
BIG UV UPDATE ON IT'S WAY TO BLENDER
I wrote this uv sync select design task 5 years ago
https://t.co/1jV2Jo5a9z
The amazing Blender developer Campbell Barton has now implemented almost all aspects of it
https://t.co/CZcEeFisVy
#b3d#3dmodeling
The player can move around the world, so we don't have a fixed relationship between triangle and pixel size. We account for this with LOD systems - lower detail meshes are swapped in at some distance. When creating LODs, those small or thin triangles should be the first to go.
So, should you avoid long, thin, or small triangles? It’s a good idea, especially when it’s easy to do so. Often it’s unavoidable, for example, when beveling edges. That said, with a reasonably constructed mesh, a limited number of small triangles should not make a difference.
Additionally, we don’t create models entirely out of cylinder caps. Game meshes are usually made up of even, square-sized quads that are more or less ideal for GPU rasterization. The practical implications of how you triangulate your caps are that much less important.
You’re getting WAY more than you bargained for.
Check out the Epic Games Store MEGA Sale from now until June 12 at 11AM ET for FREE games, huge deals, and Epic Rewards boosted to 20%! https://t.co/dPOShzWp2Z
Im working on Metropolis 1998, a City Builder with:
- 90s Aesthetics
- Individual agent simulation, real time traffic
- Customizable buildings
- Interior views and more! Wishlist here!
https://t.co/TNzquTJErd