![does unity web player support flare 3d does unity web player support flare 3d](https://unity.com/sites/default/files/styles/810_scale_width/public/2019-10/Create-a-video-game-without-code-Playmaker-Unity-asset-store.jpg)
![does unity web player support flare 3d does unity web player support flare 3d](https://docs.unity3d.com/uploads/Main/Inspector-LensFlare.png)
Here's the unity package with the script - basically it consists of two scripts, CameraLocationTracker, (that caches the camera location both at runtime and in the editor *and a few other useful things) and FlareControl, which requires a material be added. I'll post back in a bit with details on how I did the auto-tiling procedural crater textures for the asteroid bits - mostly because I think it's cool.Ĭhristian Nordgren: Wow, thanks sir! I've loved your pixel art/low res and poly work, it's been a huge inspiration to me. MephistonX: I absolutely am! I have to add the landing gear and the lowered boarding ramp - those will definitely have reflections and I'm planning on putting a rough horizonal blurry outline in there too - since the ship is mostly flat, this should be enough. there's not even any UI graphics of the barest gameplay yet for crying out loud. You can see why it'd look slightly out of place - it's supposed to, it's your ship not an imperial craft.Īnd yeah, I'm sure I could share this with kotaku and they'd be interested - but I'd really rather not until its a lot more polished. Compare the texture for the VB to the imperial textures above: The reason that the Verpine Bastard stands out like she does is because I'm following in the footsteps of most of the art direction i've seen on Star Wars - Imperial = hard edges, clean, with a slightly blue-green tone, and Rebel - rounded edges, subtle curves, messy, with a slightly red-orange tone. Shrike: So that's actually intentional - The scene is all lit with GI, so everything has the same lighting - and it's all driving, with the exception of two spotlights in the hangar for awesomeness, by the emissive textures on the Geo itself. Urgaffel: Absolutely, I'll record a video here in a bit and post it up. (Lower Min-Right on the uv layout) That's just because there's 48 of them, if they were all unique. Since I did, I'm prettu sure everything ended up uniquely unwrapped, except for the sides of the radial fins coming out of the wing hubs. and since I like to put procedural grime in the corners of geo, it might as well be unique grime, if I've got the space.
DOES UNITY WEB PLAYER SUPPORT FLARE 3D FREE
But since at the texel resolution I've chosen (3M = 256 pixels) a 6.4M long TIE Fighter would only fit on a 1024 one way - and since the wing panels are the primary concern, given how massive they are, I had a bit of free space left over. Sanislov: Well, there's no technical reason, no. Skullsplitter: Have you given the webplayer build a shot?
![does unity web player support flare 3d does unity web player support flare 3d](https://store.unity.com/modules/store/store_pages/assets/img/OG-unity-pro.jpg)
Paul Pepera: Thanks! I did the same, actually - that's probably why this sticks in my mind so strongly. Lawless Flogic: Maybe I'll add that option - if it doesn't require a butt-ton of new art to make it equally awesome. Wow, that's an awesome response guys, thank you! Which are pretty reasonable, given how much the scene has grown.Īnd for those wondering how I did the reflections, here:Īnd here's what it look like running on a mobile device:Īnyhow, I hope you like what you see, and any feedback or crits would be extremely welcome. The lightmap generation time (using settings from Unity 4) jumped to 2+ hours to bake.Įventually I adapted more to the new settings required for quick lightmaps in Unity 5, and got the bake times down to 15-20 minutes. I had to give it a shot, and moved over to the Enlighten lighting system. This went surprisingly well - the Lightmaps took like 2-3 minutes to bake, and looked awesome.
![does unity web player support flare 3d does unity web player support flare 3d](https://blog.mozvr.com/content/images/2020/07/Servo-for-Unity-functional-schematic.png)
I started off using Unity 4, and started with the Beast Lightmapper. I've also made two ships - a TIE Fighter:Īnd a Custom Corellian Transport, the Verpine Bastard: If you fiddle with the AA settings in MAX you can get some very near-pixelart quality textures.Īll the textures I've made for this are done that same way.įor those interested in more specifics, here's the source for an earlier version of that texture. I have an orthographic camera aimed down at a bunch of geometry. This was also a good exercise in creating textures my favorite way - using 3DS Max. The end goal is to make a single-level mobile 3rd person shooter. The game obviously took place in the Star Wars universe, but had a style all its own.Ī while back I got some free time, and got sort of sucked into making some game art in that same style. I've always been a huge fan of Dark Forces - especially the first one. Hello, everyone! So, I've been meaning to start this thread for a while.