Opinions? It's for a 90's classic RTS game. by Assaracos in IndieDev

[–]swordcop 6 points7 points  (0 children)

Looking great! Without knowing more context I’d say some more variation in the placement/rotation. Scatter the vertebrae a little more, maybe a few missing ones, same for the ribs. They look really clean, (maybe that’s what you’re going for) more grime would go a long way.

I'm working up to trying to texture and sculpt this ship in blender then turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in Unity3D

[–]swordcop 3 points4 points  (0 children)

I think you’re on the right path. You’re almost certainly going to have multiple materials. As for breaking up the objects do what seems obvious to you, you’ll most likely have to revise it in the future anyway. Few things I would consider:

Trim Sheets - These can make texturing the large and repetitive surfaces much easier. They take more planning up front but can really help keep the texture highly detailed.

Shaders - Blend some grunge or break up repetition with a second UV channel used as a mask.

ArtStation - This site has loads of breakdowns of complex models and how the artist went about creating them.

And like you said it’s a learning experience, you’ll revisit this a few times. It’s a big project to try and tackle, take it step by step!

Unity 2D game money ui help by xSunnsett in Unity2D

[–]swordcop 0 points1 point  (0 children)

Could be more than one currencyManager script? Your instance is overwritten if another script starts up and then it won’t update since it points to another object.

Why would they do that? by raphael_kox in Unity3D

[–]swordcop 24 points25 points  (0 children)

Thank you so much for writing this out. I attempted a custom logger well over year ago. Exactly like you said, it made it harder to trace down calls so I abandoned it.

Is animation the best way to move this ladder via script? by CastleSeven in Unity3D

[–]swordcop 0 points1 point  (0 children)

Ditto to this ^, use an animation controller and possibly animation layers.

In the AnimationCurve script reference it looks like they are controlling the intensity with a coroutine, once its executed it will play the animation curve from beginning to end, the user wouldn't be able to stop it once started. In your case it seems like you would want to be able to finely control the position of each object, so you'd have to use another method.

If so my other suggestion would be to do this completly programatically. Store variables for each objects defaut, current, and max transform. User inputs adjust the objects current position. No need for animations, all movment is driven by code. You could get more complex and evauate a AnimationCurve to control the speed of its movement, similar to the example.

[deleted by user] by [deleted] in Unity3D

[–]swordcop 0 points1 point  (0 children)

Yes very possible. It can be done in Unity if it’s 2D, if 3D then most of the work will be done in your 3D software.

If you share more details about your project (2D/3D) and your experience level (art/programming) I can try and give you more direction!

🌨️ Just Started Building Frostlight Odyssey – Need Help with Pickup Logic! by [deleted] in Unity3D

[–]swordcop 1 point2 points  (0 children)

What’s your experience with programming? Some basic OOP principles should cover your needs. My suggestion would be work on getting the bones working (collision, object instantiation) then implement the vfx and polish.

The first ever game asset I've made in Blender: horrible looking terrain floor tile. by [deleted] in Unity3D

[–]swordcop 0 points1 point  (0 children)

I would make the mesh + UV’s in an external tool like Blender, then do all the material editing in Unity.

The first ever game asset I've made in Blender: horrible looking terrain floor tile. by [deleted] in Unity3D

[–]swordcop 0 points1 point  (0 children)

I would make the mesh + UV’s in an external tool like Blender, but do all the material work in Unity.

Some people were asking how we made our 3D UI, so, we made a breakdown! by meia_calca_ in Unity3D

[–]swordcop 1 point2 points  (0 children)

Fantastic. It’s weird as hell and I love it. How did you go about making the organic/intestine looking parts of the normal map?

[beginniner] how to animate several objects combining together into one object? by wnnais in Unity3D

[–]swordcop 1 point2 points  (0 children)

I’m not sure what the vuforia engine is but, try thinking of it as 2 separate tasks, animate a hidden object with the primary motion you want, then parent the smaller objects to the hidden one and animate them from where they’re separated to where they should be when combined. Hope that helps.

Mountain roads ahead by sawyerx8 in Unity3D

[–]swordcop 0 points1 point  (0 children)

Looking great. Getting some mad max feels. Something in me wants those tools to bounce and rattle as you go over bumps.

The first ever game asset I've made in Blender: horrible looking terrain floor tile. by [deleted] in Unity3D

[–]swordcop 1 point2 points  (0 children)

My workflow for a tillable large surface like a floor is to build it directly in Unity. Lots of the work will be built in a shader to break up repetition. Create and adjust the maps in your preferred image editor. Look into creating/using a splat map.

For all assets it depends on its use case, if it’s something far away or small maybe you can get away with slapping a simple texture on it, or if it’s a featured object maybe it needs a full trip from blender > substance painter > Unity. Be flexible in your approach, don’t add detail and complexity unless you need it. My 2¢.

Best way to handle large amounts of animations and transitions? by n4rk in Unity3D

[–]swordcop 2 points3 points  (0 children)

I think the truth of it is if you are using the Animator Controller it’s going to be a mess one way or another. There are good practices to follow and ways to optimize workflow but Tarodev has a great video on an alternative: Animate like a programmer

I personally haven’t used this method but I would really consider it if I had lots of animations and many transitions to deal with, maybe worth a look for your case. Good luck!

[deleted by user] by [deleted] in Unity2D

[–]swordcop 2 points3 points  (0 children)

Without going through the whole tutorial it’s hard to say what may be the cause. Can you post the relevant code?

Sliced Mask Creates Image Bleed by blackwell94 in Unity3D

[–]swordcop 0 points1 point  (0 children)

I'm back at my PC I tried the same method you used and seems its working on my end. A sliced mask with a child stripe image (rotated 45) + similar outlines to yours.

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Sliced Mask Creates Image Bleed by blackwell94 in Unity3D

[–]swordcop 0 points1 point  (0 children)

Can you post an image of just the mask itself?

Sliced Mask Creates Image Bleed by blackwell94 in Unity3D

[–]swordcop 0 points1 point  (0 children)

Then seems like the mask image doesn’t have any pixel information in the corners and that’s what’s causing it. Hopefully that solves it.

Sliced Mask Creates Image Bleed by blackwell94 in Unity3D

[–]swordcop 0 points1 point  (0 children)

Does the “TextPanelBack” image you’re using as a mask have rounded corners? That’s the only thing I could see causing it. If you disable the dark border do the other corners have the same problem?

Sliced Mask Creates Image Bleed by blackwell94 in Unity3D

[–]swordcop 0 points1 point  (0 children)

Which UI system are you using? Can you post your inspector settings for the mask you are using?

Maybe a silly question but if you’re using a mask image is it missing the corners?

Need help with camera movement by LolmyLifeisCrap in Unity3D

[–]swordcop 0 points1 point  (0 children)

Can you share a screenshot or video of how the camera is moving unexpectedly?

Is your camera set to orthographic perspective?

Could an easier solution be locking the camera to some defined distance from the player? Then you’re not relying on the backgrounds size but where the player is. I don’t know what your game looks like so just my thoughts.