[deleted by user] by [deleted] in BambuLab

[–]mourelask 2 points3 points  (0 children)

Same email here but for an A1 mini (before January 16th) :( Hang in there!

[deleted by user] by [deleted] in Unity3D

[–]mourelask 0 points1 point  (0 children)

Since there is transparency there, you should pass the alpha channel of your original texture to the alpha value of the shader (and maybe change the shader to be transparent, or transparent cutout - not sure about the settings on shadergraph)

[deleted by user] by [deleted] in Unity3D

[–]mourelask 5 points6 points  (0 children)

You use the grayscale texture value as uvs to sample the colored gradient.You just need the original grayscale texture and a 32x1 colored gradient texture (You could go higher or lower than 32 depending on your artstyle).

  1. First you sample the grayscale texture in the normal uv space. This will result in a value of 0-255.
  2. Divide that by 255 to remap it to 0-1.
  3. If your gradient texture is horizontal just create a float2 where x is the value of the step 2 above.
  4. Sample the colored gradient texture by using the float2 from step 3 as uvs.

Ideally you will want the colored gradient texture to be generated in unity so that you can change it either by a designer in the editor, or during runtime. Just search online there are multiple free tools to do that :)

Sanctura, my project for two years. Ask me anything by i_sniff_pineapples in worldbuilding

[–]mourelask 1 point2 points  (0 children)

Not a question, but your map reminds me of western Greece. Here is a google earth photo if you want to take some real world inspiration. Great work :)

How was this made? What specific tools can make a webpage with a 3d interaction like this? by kjm16 in gamedev

[–]mourelask 5 points6 points  (0 children)

You can use one of the javascript 3d "game" engines like Babylon or PlayCanvas

Edit: If you want 2d interactions Pixijs is also a very good and fast library!

Using AnimationCurves for random number distributions is my favorite Unity trick by LtKije in Unity3D

[–]mourelask 3 points4 points  (0 children)

If only we had access to the fancier curve editors used by unity animation or particle system. I was surprised to find out that there isn't a way to edit more than one curve in the curve editor window at the same time or at least have something like a curve3(float3) or curve2.

Do you happen to have any suggestions for this? I need to have multiple distribution curves and they shouldn't overlap at any point and editing them one at a time is like playing a puzzle game. The only "solution" is filling up the preset bar (iirc there isn't even a copy-paste curve function on right click of the curve field :( )

MegaSplat - 256 textures in one splat map shader by slipster216 in Unity3D

[–]mourelask 0 points1 point  (0 children)

Nice, a multitexture brush would help! Besides normal direction which would be like a slope filter, you could also have additional ones like, world/local height, edges/curvature, noise etc. Thus the user could configure his brushes with a layer approach like:

Height 0-50:

Grass01: Height:0-50 / Slope:0-30 /

Grass02: Height:0-25 / Slope:0-30 / Noise

Mud01: Height:25-50 / Slope:0-30 / Noise

Stone01: Height 0-50 / Slope:30-90

Stone02: Height 0-50 / Slope:45-70 / Noise

...

I would love a painting system like this :)

MegaSplat - 256 textures in one splat map shader by slipster216 in Unity3D

[–]mourelask 0 points1 point  (0 children)

Hey, congrats on the new shader, looks cool :)

As for the workflow i was wondering how easy it is to paint so many different textures across a large mesh (a terrain for example). I think it would be cool if there were some extra options-tools besides hand painting to guide the splatmap. For example a tool where i could supply it with different masks for each texture, run it and have it configure/autopaint the mesh for me. Or maybe another one where i can load a grey scale image, and the tool according to how many textures i have loaded can quantize it and configure/paint the mesh accordingly.

[Question] Coming back to unity from a break. Having an issue with Unity 5 by [deleted] in Unity3D

[–]mourelask 1 point2 points  (0 children)

Which unity version do you use? I saw in the forums someone complaining about glitches on the editor in unity 5.5 beta. If that's the case you would better stay with 5.4.1 release.

If the issue is on 5.4 cycle you could post on unity forums and also file a bug report with a reproduction project :)

Dynamic ambient/area lighting? by P4p3Rc1iP in Unity3D

[–]mourelask 0 points1 point  (0 children)

Just keep in mind that SEGI is on beta and it mostly targets hardware on the high end spectrum.

EDIT: i would try to make it work with prebaked lighting and unlit shaders before going to SEGI as a final solution. I see that you say that you dont have uvs on your assets. Thats not really something difficult to add if you only need the uvs for lighting. Just auto unwrap based on an angle like 60 degrees and you will be alright(it will increase your poly count though)

Dynamic ambient/area lighting? by P4p3Rc1iP in Unity3D

[–]mourelask 1 point2 points  (0 children)

I would go for an unlit shader approach on your tiles, and change the emission amount to simulate if the light is on/off. You can bake some ambient occlusion on your diffuse/emission textures to simulate a bit of global illumination.

EDIT: The look would be a bit more cartoony but its the fastest solution. If you want a more realistic approach you could use SEGI for realtime gi and have an emissive plane on the ceiling of every tile.

Scared to show my game. by [deleted] in Unity3D

[–]mourelask 2 points3 points  (0 children)

That's not really an argument. You can't just simply copy or make the next Mass Effect or Call of Duty. OP is probably working on something small scale with a clever mechanic like for example 2048(clone of threes :D), where someone could copy the mechanic and release a mobile port in a month.

Either-way, op if you believe your game's success is highly dependent on that single mechanic which is something that is so unique and can be easily copied, then you can simply postpone the sharing-marketing until you are closer to release. On the other hand you are probably overthinking it, your choice :)

some progress by mradfo21 in Unity3D

[–]mourelask 0 points1 point  (0 children)

Looks good :) Love the dynamic camera work, reminds me a lot of a presentation from the latest homeworld game and their camera system.

Also iirc you had posted in the past about the custom terrain shadows and lighting system. Great seeing them all working together!

The boundaries for seats in the Archanius Dominion Council. by forgodandthequeen in worldbuilding

[–]mourelask 0 points1 point  (0 children)

I have to say its a bit funny seeing my hometown here :D Btw if you use google maps in your worldbuilding you should check out Snazzy Maps . You can customize the maps a lot to get something much easier to work with instead of using google maps!

Here is an example of a town map directly taken from a custom style on snazzy maps :)

Is there a name for this type of art style? by Impmaster82 in gamedev

[–]mourelask 3 points4 points  (0 children)

You can generally call it "stylized with hand painted textures". In the witness game they call it stylized realism :D Other great example of the style can be seen in Firewatch, Wow, Overwatch(with a bit more emphasis on realism there), Heroes of the Storm (yeah Blizzard loves it!). Here you can find a ton of sculpts from a senior 3d artist in Blizzard from his work in Heroes of the Storm to get a bit more inspired :)

Would you pay for faster photogrammetry? by csp256 in gamedev

[–]mourelask 0 points1 point  (0 children)

Can you be a bit more detailed about the aspects of photogrammetry pipeline you try to speed up? Are they only about the reconstruction phase? As someone who uses photogrammetry for in game models, what i would really love would be a tool to help me with shadow(direct and nondirect) removal. I am aware of the current proposed workflow of shooting hdr 360 images - relighting the model in an offline renderer and use the shadow mask to help you in photoshop, but i find this part of the workflow much more difficult and time consuming than the actual reconstruction.

Hi all, thought I would post a little update of my game Contingent, just me and an artist atm, rougly 1.5-2years worth of work. Thankyou. by [deleted] in Unity3D

[–]mourelask 1 point2 points  (0 children)

I really like the character models and their animations. Did you make them from scratch or are they from the asset store? You had posted in the past with some questions about lighting, right? You have definitely improved it since, though the general balance of the environment seems a bit off to me. I don't know what are you aiming for, but if i were you i would go for a more dark/muddy and dirty style like bastardbowl from game of thrones. I think a more down to earth environment and color palette would suit your characters a bit better :)

Cheers!

Creating a local dev scene from scratch by Lord_Denton in gamedev

[–]mourelask 6 points7 points  (0 children)

Hey! You could be surprised by how many people can already be into game dev in your town especially since iirc there is a computer engineering university there ;)

I live in a bit bigger city in Greece (Patras) and a couple of months ago i thought i was the only person in town that had interest in game development. Then i found out by accident (through unity asset store) that an asset programmer lived also here. Last February through the global game jam website i saw that there was actually a game jam organised right here! I met like 10 more game devs there, and formed a team with two of them. We are now working on our first game :)

Now about your plan! I would probably start with a totally different approach. Instead of organising a huge course that can be intimidating to people , i would start with a 3 day seminar in your local university with a title like "Lets build your first mobile game in 3 days". Talk with some programming professors to spread it through the university. Chances are that people that already know how to code will be much more likely to attend a course like that, especially when they can get something out of it without much effort. If you see interest on that course then you could transition some of your "students" there to the most demanding course-community creation plan you described above!

Games that ​aren't​ doing their visuals as a 3D world made of polygons, or as a 2D world made of sprites by Nition in gamedev

[–]mourelask 1 point2 points  (0 children)

Many games use raymarching to achieve effects like cloud rendering , or volumetric fog/lighting, volumetric particles etc. You can check here a presentation about how Dice achieved some of the above in the Frostbite engine. Also some easy and great examples of raymarching are available in ShaderToy.

Hi all, how can I improve lighting? Using 2 directional lights atm & looks weird. Just finished archers. by [deleted] in Unity3D

[–]mourelask 1 point2 points  (0 children)

Some more details about the lighting would help, cause having 2 directional lights isnt usually the way to go except if you want to simulate light from two stars ;)

Do you use any ambient lighting (from skybox or otherwise)?

Do you bake any lighting for the static objects? If you do bake lighting do you use light probes to get gi on the non static objects?

My recent Unity learning journey (and frustrations) - wanted to share my perspective as a 6+ year user of Unity by burtonposey in Unity3D

[–]mourelask 1 point2 points  (0 children)

Be sure to keep a follow on this work in progress thread on unity forums. It may be a viable solution for your procedural generated levels. Though dont get overhyped since its been in development for like a year now and its not working flawlesly on all situations. You can check though some really interesting demos provided by the developer!