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11
Shaders / Simulate thickness with alpha maps
« Last post by Iraito on November 11, 2014, 03:11:57 pm »
Atrblizzard i was thinking of modelling the server, but since many of the parts require holes to be modelled; the mesh can get pretty heavy on the poly count.
So i was asking myself how we could approach the issues from the unity perspective, parallax could be one of the solution but i would like to know if you have any better ideas.

We could at worst use a plane with an alpha to simulate the holes, but i would really like to give thickness to the model.
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Environmental Models and Textures / Re: Furniture Models (Part 1)
« Last post by Iraito on November 10, 2014, 08:08:31 am »
Dresser http://i.cubeupload.com/oYGpDJ.png

I don't remember anymore where the dresser was placed in-game, so i did a clean version; if a dirty whithered version is needed i will do it.

https://www.mediafire.com/?6i4c5g6jd0o3p62

Also i'm happy for the metalness, i prefer this method.
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Inventory Items and Weapons / Re: Weapon reference
« Last post by atrblizzard on November 09, 2014, 07:13:19 pm »
Thanks for the model and no worries, totally understandable. Even if I've been wondering about the silence from your end for a while, hoping there wasn't any serious issue. Regardless, it's good to see you're still alive and I do hope all is well now. 
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Shaders / Interior Mapping
« Last post by atrblizzard on November 09, 2014, 07:08:40 pm »
To those who don't know, interior mapping is a great technique used to create virtual interiors on a material without any physical resemblance.

Watch Dogs | Interior Mapping gameplay


It can create believable interiors for such buildings as seen throughout the city without creating complex interiors within the mesh and at a reduced draw call.

I've been experimenting with implementing the shader to Unity and so far it's proven to be working, but there's some slight modifications I'd require to do in order to adapt to Bloodlines' building textures, including the re-add of specular and bumpmap support.

For more information about the technique behind this shader, here's the link: http://interiormapping.oogst3d.net/
15
Suggestion Box / Re: Unity
« Last post by atrblizzard on November 09, 2014, 07:01:24 pm »
To answer your question shortly, yes. It's one of our intention to bring the project to Unity 5 because it brings a majority of improvements that are pair with Unreal Engine 4 in most cases, but there are a few things that currently stop us to achieve this.

Unity 5 beta is currently available for those who've preordered Unity 5 since March, which unfortunately we don't have such an option to opt-in to yet. There's a pre-order offer that grants the customer access to the pre-order beta until November 13. There are uncertainties which part of the engine remain free and which are Pro only.

Features such as Ambient Occlusion, post processing shaders, and might even HDR, not to mention real time shaders, are all part of the Pro version, which is one of the reasons why a lot of indie games or free games don't live up to the expectations of AAA.

Unity 5 will come with a PBR, known as physically based rendering, and Global Illumination to create fantastic lighting bounce results:
  • Uses entirely new lighting rendering, called Enlighten, used by titles such as Battlefield 4 and engines such as Frostbite 3.
  • Introduces a new shader, called the Standard shader, which implements full PBR support, including both metallic and specular workflow
  • Baking lights will also bake AO for static light, creating impressive lighting.
  • PhysX has been updated from 2.7.3 to 3.3.0 and has been rewritten for Unity 5's integration, improving physics in-game dramatically, removing the need for adding rigid bodies to everything to avoid performance penalty.
  • Collider limit of 65,000 are entirely removed from Unity 5
  • Revamped reflection probes that capture the environment surrounding and applies it to the specular map
  • New state machine behaviors and hierarchies for Mecanim
  • New Audio mixer

Unity 5 Graphics - Lighting Overview - Unity Official Tutorials [beta 10]

Unity 5 Graphics - The Standard Shader - Unity Official Tutorials [beta 10]


I'm working my ways to get to upgrade to Unity 5's Pro License as soon as possible so we can start the migration to Unity 5, but I'm not sure if that's going to be a possibility for such a short time.
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Inventory Items and Weapons / Re: Weapon reference
« Last post by kr0wbar on November 09, 2014, 06:45:36 pm »
I'm so sorry for the delay, I had some family problems to attend to, anyway here's the mesh and the textures. Hope it's not too late


https://dl.dropboxusercontent.com/u/198250231/Uzi.rar
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Environmental Models and Textures / Re: Street Props
« Last post by atrblizzard on November 09, 2014, 05:49:25 pm »
Actually never mind that, seems they're going to support it in the following beta already (either b13 or b14).

Default setup will be using the metallic workflow while having a separate shader for the specular when needed. For most props the metallic workflow is the one we go with, which is also a great news now with the metallic setup.

Edit: Just noticed you've updated your post on the trashcan props. Going to update the main post, thanks again!
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Environmental Models and Textures / Re: Street Props
« Last post by Iraito on November 09, 2014, 05:40:07 am »
I just did a little experiment with the specularity method.
Tell me if it works in unity.

https://www.mediafire.com/?qww5b2mev1efvd3

http://i.cubeupload.com/w9Tp1m.png

Also it seems they are going to implement metallness shortly after release, so i don't know if the method should be dropped.
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Environmental Models and Textures / Re: Street Props
« Last post by Iraito on November 09, 2014, 03:34:03 am »
I will need to find a new way to create the reflectivity map.

This time i finished the trashcan lid with metalness and i also tweaked the trashcan material to get a better result.

https://www.mediafire.com/?9f34ni5bhkmbya2
 
http://i.cubeupload.com/BvEn49.png


https://www.mediafire.com/?0s1ompg9c43sg9y

http://i.cubeupload.com/ZoukG3.png
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Environmental Models and Textures / Furniture Models (Part 1)
« Last post by atrblizzard on November 09, 2014, 12:20:18 am »
models/scenery/furniture/bed2/bed2.mdl (Unclaimed)





models/scenery/furniture/bedmodern/bedmodern.mdl (Unclaimed)





models/scenery/furniture/dirty_matresses/dirty_matresses1.mdl (Unclaimed)





models/scenery/furniture/dirty_matresses/dirty_matresses2.mdl (Unclaimed)





models/scenery/furniture/displaytable/displaytable.mdl (Unclaimed)





models/scenery/furniture/dresser/dresser.mdl (Unclaimed)





models/scenery/furniture/fancybed/fancybed.mdl (Unclaimed)





models/scenery/furniture/heartbed/heartbed.mdl (Unclaimed)






models/scenery/furniture/heater/heater.mdl (Unclaimed)





models/scenery/furniture/ovena/ovena.mdl (Unclaimed)





models/scenery/furniture/ovenb/ovenb.mdl (Unclaimed)





models/scenery/furniture/server/server.mdl (Unclaimed)





models/scenery/furniture/shoppingcart/shoppingcart.mdl (Unclaimed)





models/scenery/furniture/soc_bed/soc_bed.mdl (Unclaimed)




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