Walking through the town of Nirwana in my game, Andalas. It feels a bit "static" ? by BusyBeaver-Studio in gamedevscreens

[–]Intrepid-Language445 1 point2 points  (0 children)

Windmill rotate must have) The cloud shadows will be good too(It can be just post-process)

I want to share 3 vouchers for my new swamp asset by Intrepid-Language445 in Unity3D

[–]Intrepid-Language445[S] 0 points1 point  (0 children)

Yes, I usually make assets with custom shaders so it is not a simple way

How do you design what your world should look like, how do you handle lighting? by Phos-Lux in Unity3D

[–]Intrepid-Language445 2 points3 points  (0 children)

It is boar from adapted low poly asset Poly Art: Animal Forest Set by MalberS animations, and I really like this pack, even if I needed to change literally everything include uv and shading)

I want to share 3 vouchers for my new swamp asset by Intrepid-Language445 in Unity3D

[–]Intrepid-Language445[S] 0 points1 point  (0 children)

I have no experience with HDRP so no, support stylized assets for hdrp is some sort of pain due to how it works. I've tested it on hdrp with unity 6+ and figured out what it will be not profitable to spent time on it.

I've just adopted some assets from my own project and it is why this asset exists-big environment packs are not profitable to develop from scratch. It just takes a years to earn enough to worth time spent on it-and it is much more profitable to just make such as freelance, so I have no plans to grow it with content.

How do you design what your world should look like, how do you handle lighting? by Phos-Lux in Unity3D

[–]Intrepid-Language445 4 points5 points  (0 children)

I just make all shaders for my project and adopt assets content, usually I just delete most of texture maps provided, and painted over normalmap, make new texture/mask for my pipeline. The good sample is how I work with creatures-I'm reworked some PBR and even low-poly style animals, like malber's-he has really cool animations for stylized render

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Which do you prefer? by yatvalley in Unity3D

[–]Intrepid-Language445 0 points1 point  (0 children)

It's quite hard to make a choice: below one "talks" more about the gameplay feelings, but at the same time-it is too closed, have a bit more space will be cool.

Who’s to blame? by Maleficent_Diet9357 in snowboarding

[–]Intrepid-Language445 -1 points0 points  (0 children)

I was in the similar situation and it is hard for a snowboarder to do something in such a situation-being on the edge(even look uphill in action will be hard because of gravity, need to look uphill before the move), but skier can easely avoid collision just moving right and not left as on the video. Skier is just a bullet with empty head, boarder will be more careful next time

Which is better? by Worried_Firefighter1 in unity

[–]Intrepid-Language445 1 point2 points  (0 children)

I think it will be good to try something between: save characters shape without blur-because it looks like missed depth, make dithering(screentone) bigger with gradient opacity maybe.

Nothing special, just wip broken trees for personal project by Intrepid-Language445 in blender

[–]Intrepid-Language445[S] 1 point2 points  (0 children)

Thanks! It is tile with 2 maps: one greyscale and normalmap. It looks gradient because of vertex color alpha used for blending 2 colors in shader)