A tool to setup parallaxing and culling for sprites in Unity.
INTRODUCTION In a solar flare ravaged world over 20 years into the future, humanity is in a struggle for resources. Most of the earth’s water supply has been radiated into space before the earth’s magnetic field could restore itself. A small group of survivors set out through the ravaged world to find a government build… Continue reading DROUGHT
Stones, Crystals & Fossils. Street props. Trees.
Photoscanned and optimized for games.3 mountain crystals, 1 fossil and 1 green stone 5 Models3 LOD’s4K TexturesPNG Albedo, Specular, Occlusion and Normal maps Additional shader for the stones to make them ‘pop’ a bit more. Made with Shader Sandwich!(ofcourse you can use them without the shader!)
First models made using a photoscan workflow, these are the low (/lower) poly objects.Baked in 3DsMax & XNormal.Retopo with 3DsMax & Mudbox.Photoscan things with VisualSFM & Meshlab. Now I’m working on a improved (opensource) workflow.
You play as an EOS-employe, waking up later than scheduled you find yourself all alone in the sleeping quarters. You notice that the sleeping quarters are oddly silent and personal belongings are scattered all around. Heading for the main hall you find more items that appear to be abandoned. Something doesn’t seem right and you… Continue reading EOS (environmental experience)