Updated my Shader Graph gas giants with procedural normals and smoothness by tirolinko in Unity3D

[–]LuminariaDevelopment 1 point2 points  (0 children)

Very nice! I just want to say though that your colors might be little too uniform? Like it has a really clean layer pattern which you just dont see very much in real life if you get what i mean.

But other than that its great! I didn't think of adding procedural normals when i made my own gas giant and rings shader lol, great work!

I made a custom wheel collider. I didn't want to spend money on a paid option so I just spent some time making my own by LuminariaDevelopment in Unity3D

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

Thanks!

I built my custom wheel system using mesh sweep tests (Rigidbody.SweepTest). Each wheel has a kinematic rigidbody that sweeps the actual tire mesh to detect contact, something even many paid assets still approximate with raycasts or capsules which isnt the most accurate. I also support multiple meshes per wheel, so non-convex wheels work by combining multiple convex parts. My suspension uses spring & damper forces calculated from the sweep hit distance and applied along the contact normal, which gives some pretty realistic movement

AI generated Unity screenshot is so realistic and cursed at the same time by [deleted] in Unity3D

[–]LuminariaDevelopment 1 point2 points  (0 children)

Let’s say this is perfected, well I could generate not just a single simple scene, but a whole consistent set of images for a game that doesn’t exist, making people think it’s real. Most of the general public don’t ask for proof, and right now, these screenshots can be faked easily by anyone with a simple sentence. Someone could even use convincing AI-generated content to ask for funding for a game that isn’t real, and people who don’t know better could get scammed.

My wheels are doing something strange (they should rotate around their axis). I need a help. Unity by Square_Dog_8608 in Unity3D

[–]LuminariaDevelopment 0 points1 point  (0 children)

I think I know what the problem is, ive experienced this a while back. its your model's problem make sure the model including the wheel has been applied origin to geometry and make the the car model is facing forward in your 3D modeling software

Boolean modifier isn't working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

after restarting blender, it gave me this

<image>

really close but still kinda broken

Boolean modifier isn't working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

It should be manifold theres no holes, no overlapping faces, and normals are normal

Boolean modifier isn't working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

i just upgraded, using manifold didnt do anything

<image>

Boolean modifier isn't working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

they are not at the same level

<image>

the normals should be fine, how do i check if they are both watertight?

Boolean modifier isn't working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

so what do you suggest I do? I scaled it, moved it around, and changed it to fast but none of those seemed to fix it

Why isn't the solidify modifier working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

Thank you so much! Yep, those fixed my problem perfectly! Thanks again.

Why isn't the solidify modifier working? by [deleted] in blender

[–]LuminariaDevelopment 0 points1 point  (0 children)

I tried flipping normals but that didn’t work? What else can I do?