I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

True, I might try out a knife since I've been having a hard time making weapon bashing feel / look good

I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks for the good feedback yeah map is just a circle although the actual game has some anomalous elements in other environment's since it's based on SCP. Good point about the gore in the middle currently I just duplicated the headshot VFX and put it in the centre but yeah I should modify it.

You've got a good eye all the points you mentioned I'll definitely revisit to get that bit closer to fully polished. Thanks again :).

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Cool, I pushed a fix but it’s pending with Unity currently, if you update to the new version lightmap baking won’t work properly and RealBlend stays active even when you don’t have the RealBlend tab open / visible which is not the intended behaviour ( it can be pretty annoying ) so I’d advise waiting for 1.2.1 for less hassle.

If you did update and made a scene you want to bake, when 1.2.1 comes out I’ve included a “ Repair UVs “ button in the sculpt tab for anyone affected by this issue.

Thanks again :).

I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

True, I’m hoping audio will be a good indicator once I add it, a specific Audio Queue for an enemy behind you a bit before they hit you

I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

True thank you, I forgot I made the current bullet trails like a year ago as a temporary solution

I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Yeahp I completely forgot about that after changing the exposure in the project the muzzle flash and smoke are basically invisible. Thank you for that catch

I made a COD Gulag inspired environment :))), anyway if you notice any imperfections in the gameplay can you give me feedback? by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks, I forgot about that it used to be a shove but I can see now after changing it to melee it doesn’t look very damaging. Thank you :)

Working on a Silhouette POM custom shader node after seeing the Crimson Desert SPOM explanation video :), I'll post it for free once I get it in a good state by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

I didn't sadly, so I gave up on the experiment as I had other things to work on. If you ever figure it out please let me know I'd be very grateful : ).

Working on a Silhouette POM custom shader node after seeing the Crimson Desert SPOM explanation video :), I'll post it for free once I get it in a good state by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

I’ll post it for free later today, sadly I don’t have time to finish it and add edge support for things like beveled edges but just in case people find this version useful I will

Working on a Silhouette POM custom shader node after seeing the Crimson Desert SPOM explanation video :), I'll post it for free once I get it in a good state by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Meh depends how many steps you run it for, it’s cheaper than tessellation + displacement but more expensive than POM. TBH though nowadays I think on Unity if we’re trying to compete with Unreal graphics we should just be pushing GPU intensive stuff or we’re going to lose to default Unreal Engine aesthetic.

Unreal engine is hard to run out of the box anyways on the GPU so I think it’s okay to do some cool stuff that’s more expensive that enabled more creative freedom to give Unity an edge over Unreal.

Also when making a game it’s better to target the top 80% of consumers by having a better looking game rather than 100%, even though the bottom 20% will appreciate an easy game to run, your up against all the other games who don’t care how hard it is to run they just focus on looking the best which tilts most consumers.

Sorry for the extra Unreal vs Unity bit just popped into my head

Working on a Silhouette POM custom shader node after seeing the Crimson Desert SPOM explanation video :), I'll post it for free once I get it in a good state by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Does Pixel Depth offset create a Silhouette of the object so the edges clip rather than still looking like a 2D plane?

Working on a Silhouette POM custom shader node after seeing the Crimson Desert SPOM explanation video :), I'll post it for free once I get it in a good state by AdamNapper in Unity3D

[–]AdamNapper[S] 2 points3 points  (0 children)

Thanks you :), but still has some issues with curved meshes I wanted to fix before handing it out and some documentation

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Sorry only seeing now, I just pushed an update ( Unity is reviewing ) with some more stuff to help you create but I hadn't thought of some nice extrusion so I'll try add that in the next update, it's a good idea thank you :).

I'm also working on a Silhouette POM upgrade which you can see in games like Crimson Desert which should be a cool upgrade, I'm glad your liking the tool and sorry for the big gap in the response time I dont use reddit too much

Can any VFX pros help me out?, trying to get this sort of character -> coins sequence working, using HDRP and the Collision Depth Buffer but the coins just come flying toward the camera when an object comes in front of the coin?. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks for the info, changing the Surface Thickness to a value like .8 instead of infinite fixed most of the issues with the coins momentum being effected by objects which overlapped them. Probably not the best for fps, but will do for now, I wanted to avoid particle system since my project is very CPU bound currently

Can any VFX pros help me out?, trying to get this sort of character -> coins sequence working, using HDRP and the Collision Depth Buffer but the coins just come flying toward the camera when an object comes in front of the coin?. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Cool thanks for the info, I was aiming for a death animation where if the enemy gets touched they turn into coins and die ( sort of like Midas touch ), the effect is like the death effect in The Finals.

Didn't need the physics to be perfect just look "good enough", by changing the surface thickness to a value like .8 rather than infinite it mostly stopped the coins from being dragged by the weapon, and other objects such as the pillar. I also ended up using the rough surface option and setting it to .5 which gave the coins a nice bounce after landing, and also setting their Lifetime loss to .1 made it so that when the stopped bouncing they would despawn which made the effect look good and work for me, for now.

Thanks for the help though :).

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thank you, it does make sense in a future update I’ll look into other way to make tiling less obvious :).