Post by rolfy on Feb 25, 2017 22:39:23 GMT
By any chance, do you have a good tutorial on Unity Cloth? I am looking to make a cloak similar to the one your character is wearing. Haven't figured out how to use the cloth script yet, just been messing around with it from an animated banner i had.
I checked out a tutorial on youtube, a bunch of 'em on there. but I haven't had much of a chance to go into any depth. I will have to at some point as it is pretty far from perfect but does for now
Texture resolutions are all over the place at such an early time in development and in the video above used several default textures that came with the Voxeland terrain editor. As it goes along much will be swapped out and fixed up till it all comes together.
The character too was old and one I created some time ago for another engine, it was my first level design attempt in Unity and not too concerned with finer details just experimenting and getting to grips with things. I actually decided to go the other way with an entirely new character and muted the spec and normals for a more subtle cloth texture effect, this again could change as I go along, got a long way to go before any finalising.
As things move on I hope to find a balance in design which suits the entire theme and may even change my mind entirely and go for a shooter instead of medieval, it all depends on how I get along using Unity and where I find the strengths and limitations using it myself. Many folks suggested Unreal (which does have awesome graphic fidelity) but I like the ease of Unity and reckon with the right approach the graphics could come pretty darn close.
One thing you can do, is say you have a 512 x 512 texture and your character is 2048x2048 and you really want to use that texture.... in materials take the texture and normal map and add it to the details part and scale it differntly (some times larger works good, sometimes smaller works good). It essentially removes the tesselation or repeating patterns if i spelled the word wrong! and allows you to use a smaller scale (more detail) so its not blurry. it's also 60-70% cheaper then going up a resolution.
Right now I am trying out different methods of creating roads for the city using terrain forming with dips and bumps and painting in the various wear and tear you would see on old streets etc. Using eight terrain textures you can paint a wide variety of surfaces and once I overlay some clutter and weeds with puddles etc it should look okay. You can still see repetition when looking down on it for now but different normal channel overlay and painting over these areas with another texture on low opacity helps to break that up and it wont be so obvious. But you get the idea and thanks for advice
Thanks for comments and crit