poe
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« Reply #2860 on: April 21, 2014, 07:11:20 PM » |
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titanfall junior
10/10 would buy
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Golds
Loves Juno
Level 10
Juno sucks
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« Reply #2861 on: April 22, 2014, 04:43:10 AM » |
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Fallsburg
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« Reply #2862 on: April 22, 2014, 05:58:39 AM » |
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I was having a bit of an issue getting these vines to work, and I wanted to know if anyone knew of a solution. What I've been trying to make is a nice wall climbing plant. I use Blender's Ivy Generator to make the mesh (In blender this possesses both vines and leafs), but then when I export it to Unity I only get vines. Even when I apply a material to the leaf sections, they still are only visible from certain angles. Can anyone tell me what's going wrong?
This is more of a technical issue than a show us your 3D work issue, but here are my thoughts: 1) Blender doesn't have any sort of backface culling by default. Unity does. So, you're going to want to choose a shader that doesn't have backface culling for the leaf material. 2) What sort of material are you applying to the leaves? I'd guess you want something like Transparent/Cutout/Diffuse or Transparent/Cutout/Specular (for flowers probably diffuse, for leaves specular) 3) Make sure you have the texture properly applied to the material
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Henry_Oswald
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« Reply #2863 on: April 22, 2014, 01:14:36 PM » |
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I was having a bit of an issue getting these vines to work, and I wanted to know if anyone knew of a solution. What I've been trying to make is a nice wall climbing plant. I use Blender's Ivy Generator to make the mesh (In blender this possesses both vines and leafs), but then when I export it to Unity I only get vines. Even when I apply a material to the leaf sections, they still are only visible from certain angles. Can anyone tell me what's going wrong?
This is more of a technical issue than a show us your 3D work issue, but here are my thoughts: 1) Blender doesn't have any sort of backface culling by default. Unity does. So, you're going to want to choose a shader that doesn't have backface culling for the leaf material. 2) What sort of material are you applying to the leaves? I'd guess you want something like Transparent/Cutout/Diffuse or Transparent/Cutout/Specular (for flowers probably diffuse, for leaves specular) 3) Make sure you have the texture properly applied to the material Sorry about that. I actually posted about this in technical a few days ago and meant to come back and delete that post. Thanks for the help though, even if I'm a bit misguided as to where I should actually be. I'm actually using the same toon shader that is being used on the buildings, but not the same material. I'll try out diffuse and see if it fixes anything. Thanks.
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Delko
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« Reply #2865 on: April 28, 2014, 04:48:14 PM » |
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Also
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Blink
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« Reply #2866 on: April 28, 2014, 04:57:20 PM » |
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Also
The close combat looks like Rouge Squadron. The long range combat looks like Super Monkey Ball 2's Dogfight. I am excited for this game.
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nicked
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« Reply #2868 on: May 03, 2014, 10:15:29 PM » |
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Creepy and awesome - especially when underwater.
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conghal
Level 0
alright
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« Reply #2869 on: May 05, 2014, 03:31:28 PM » |
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Bear-in-progress, probably inspired by Tennis (amazing mech, btw).
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Azure Lazuline
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« Reply #2870 on: May 05, 2014, 04:32:10 PM » |
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out of the corner of my eye, that looked like a centaur bear zombie for a second
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biomechanic
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« Reply #2871 on: May 06, 2014, 12:21:31 AM » |
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Looks great, you should animate it.
Here's a good reference:
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conghal
Level 0
alright
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« Reply #2872 on: May 06, 2014, 02:49:42 PM » |
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Ahaha, yessss. I was just thinking about that video. Definitely gonna animate it. Bears are tricky though, they can be quadrupeds AND bipeds. They are kind of like nature's transformers. Bear centaur is an amazing idea, here you go: (edit- decided black bears are the best bears: original version - http://i.imgur.com/ExOYBOU.png /edit) I was hoping up to come up with a cool name, but apparently the etymology for Centaur just refers to "a member of a savage race dwelling between Mt. Pelion and Mt. Ossa on the Northeastern coast of Thessaly" (and the Greek literally means "I provoke a bull"). Okay, it will be a dipliarktos centauroid.
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« Last Edit: May 07, 2014, 05:10:55 AM by conghal »
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Pol
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« Reply #2873 on: May 06, 2014, 03:33:13 PM » |
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Holy shit this is the true face of perfection ★★★★
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Flex
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« Reply #2874 on: May 11, 2014, 01:53:19 AM » |
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TheSnidr
Level 1
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« Reply #2875 on: May 11, 2014, 04:49:40 AM » |
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Really nice, I love the style! What're you making?
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Flex
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« Reply #2876 on: May 11, 2014, 04:57:31 AM » |
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It's the first level of a myst-like, and mostly a nice island to walk around.
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McMutton
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« Reply #2877 on: May 13, 2014, 11:52:54 AM » |
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I like the style of that environment, Flex; looks lovely! How about some windows?
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Hey Bud
Level 0
Hey Bud Games working on Boss Mountain
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« Reply #2878 on: May 15, 2014, 04:36:57 PM » |
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Just finished modeling and texturing this guy for my project. Just under 3k tris.
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SolarLune
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« Reply #2879 on: May 16, 2014, 07:22:51 AM » |
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^ That's cool - really nice texturing. It looks really close to the concept art!
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« Last Edit: May 22, 2014, 03:07:58 PM by SolarLune »
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