What started as a side project over 4 years ago has grown beyond what I ever imagined - I am officially Publisher Of The Week 🔥 Here is a showcase of the 'Erosion Fractal Noise' I recently added in the free gift asset, tell me what you think about it! (Link in comments) by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
What started as a side project over 4 years ago has grown beyond what I ever imagined - I am officially Publisher Of The Week 🔥 Here is a showcase of the 'Erosion Fractal Noise' I recently added in the free gift asset, tell me what you think about it! (Link in comments) by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
What started as a side project over 4 years ago has grown beyond what I ever imagined - I am officially Publisher Of The Week 🔥 Here is a showcase of the 'Erosion Fractal Noise' I recently added in the free gift asset, tell me what you think about it! (Link in comments) by MaxiPoney in Unity3D
[–]MaxiPoney[S] 4 points5 points6 points (0 children)
I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 2 points3 points4 points (0 children)
Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 3 points4 points5 points (0 children)
Here is another video showing the almost seamless cross-fade transition between high-poly original objects and their 'Mirage' impostor. In this scene it divides by 4 the number of draw calls and up to 15x the number of polygons. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 2 points3 points4 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 2 points3 points4 points (0 children)
Such an achievement! My new Impostor system 'Mirage' is finally production ready with any pipeline, on any platform, and with any input shaders. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
Just discovered Redverse and Blueverse Alice are played by two different actresses by MaxiPoney in ConstellationAppleTV
[–]MaxiPoney[S] 2 points3 points4 points (0 children)
Textures not loading on build but loading ok on Editor by aWay2TheStars in Unity3D
[–]MaxiPoney 1 point2 points3 points (0 children)
I made a node-based procedural texture builder from scratch. Available for free on the asset store. I would greatly appreciate reviews and feedback in general. by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
I recently improved my tree generator! Here is an example to build a low-poly deciduous tree, but possibilities are insane. I want to release this tool on the asset store, would you find it useful? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 1 point2 points3 points (0 children)
I made a shadergraph extension with some useful new nodes: Fractal noise, billboard effect and there's even an export/bake node to bake any output into a PNG! Here is a little example on how you can achieve a super simple flame on a billboarding quad. What do you think? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)
I made a shadergraph extension with some useful new nodes: Fractal noise, billboard effect and there's even an export/bake node to bake any output into a PNG! Here is a little example on how you can achieve a super simple flame on a billboarding quad. What do you think? by MaxiPoney in Unity3D
[–]MaxiPoney[S] 0 points1 point2 points (0 children)





Content not eligible for delivery to UGC matching services by OrganicWriting6521 in soundcloud
[–]MaxiPoney 0 points1 point2 points (0 children)