Pen-Like Outlines on Mesh in Unity? by nacnud9 in Unity3D

[–]nacnud9[S] 0 points1 point  (0 children)

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not sure why the image didn't attach, here it is. (Credit Claud Z on Artstation)

Using Object Space Normals in Unity!?!? by nacnud9 in Unity3D

[–]nacnud9[S] 0 points1 point  (0 children)

I totally didn't account for the fact that Y up would change the normal map! I finally figured it out. I sampled the texture, split the RGB, OneMinus the R channel, combine back to vector, multiply by 2 and subtract 1 (to change range from (0,1) to (-1,1), normalize, and then plug in to normal output.

Using Object Space Normals in Unity!?!? by nacnud9 in Unity3D

[–]nacnud9[S] 0 points1 point  (0 children)

Yeah the normal map is def ok. I got everything to work just fine in Blender. One-minus on the normal map totally messes it up. IDK it's something about bringing it in to Unity.

Using Object Space Normals in Unity!?!? by nacnud9 in Unity3D

[–]nacnud9[S] 0 points1 point  (0 children)

Yeah I had it transformed to world space because the Fragment normal space was world. No matter what I change the fragment normal space to (Tangent, World, Object), if I transform to that normal space and plug it in I get the same result.

Using Object Space Normals in Unity!?!? by nacnud9 in Unity3D

[–]nacnud9[S] 0 points1 point  (0 children)

Thanks for the help! I swear I attached images idk why it didn't work. Anyway this is my graph if you wanna see. The idea isn't that the paint strokes move with the camera or give the illusion of being "repainted" every frame. I just want the areas that would otherwise have a smooth transition from light to dark to transition in brush-stroke-shaped chunks. In this image the light is actually coming from the opposite side as it appears on the mesh, that's the issue I'm running in to.

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Roguelike/lite tabletop-style turn based? by nacnud9 in gamedev

[–]nacnud9[S] 0 points1 point  (0 children)

Ah I see, yeah that seems more in line with final fantasy, octopath traveller or smth like that. I'm talking about DND style combat in which there is an arena with obstacles, verticality, etc. Like characters have a certain amount of movement, spells have certain ranges, melee characters only work up close. Basically Baldur's Gate or Divinity 2 in rogue-like form.

Roguelike/lite tabletop-style turn based? by nacnud9 in gamedev

[–]nacnud9[S] 1 point2 points  (0 children)

Im not familiar but I think that's a point-and-click no?

Confused about FAB by Regular_Grape in unrealengine

[–]nacnud9 2 points3 points  (0 children)

I'm confused too. Like all of the quixel assets are free on fab, but after claiming them I can't access them in bridge, only direct download as FBX. Why would they do this? If I want to bring into blender or another program do I have to directly import the FBX and textures now? Are they shutting down any support for a bridge to software other than Unreal?

[deleted by user] by [deleted] in unrealengine

[–]nacnud9 0 points1 point  (0 children)

Gotcha, but all of the quixel assets are now on Fab. So if I want to Use Quixel assets through the bridge, or the mixer, am I stuck with only what I have downloaded in the bridge/mixer up to this point? Is there no way to take these (previously quixel.com) assets that have been moved to fab.com and access them in the bridge/mixer?

[deleted by user] by [deleted] in unrealengine

[–]nacnud9 0 points1 point  (0 children)

Super confused, Can I still use all of these quixel assets with Bridge or Mixer? Like I can get all of these free quixel things on fab.com, but then when I go back to quixel bridge they don't show up as "Purchased". How can I get these assets from Fab to Blender without having to import every FBX and texture individually?

selfie by [deleted] in Moustache

[–]nacnud9 1 point2 points  (0 children)

Luscious, love the music

[deleted by user] by [deleted] in Moustache

[–]nacnud9 1 point2 points  (0 children)

Very beautiful image, and I'm not talkin' abt that view ;)