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Showing results for tags 'lighting'.
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Found this really awesome presentations from the makers of INSIDE , can be really useful. The Rendering of INSIDE A Game That Listens also this unite 2016 presentation - Technologies for Reaching Stutter Free 60 FPS in INSIDE comment and add if you guys find more things about this game .
Hello, We're a small indie team made out of 2(hoping to be 3) members working on a small/medium sized game. We're looking for a person who can do textures and lighting in Unity3D 5(.3). The textures don't have to be realistic as they're mostly cartoony and simple. We also released a game on Steam named Pongo(http://store.steampowered.com/app/369000). We hope this will make you feel like you're working with professionals . The game is stealth based and you play as a guy who goes around stealing toys in museums and toy stores. You have time bombs which slow down/stop or speed up the time for you or the guards. It's a third person shooter, from a bird's eye point of view. Right now we want to work on the levels and start polishing the game up then release it! You can see the game here: http://www.indiedb.com/games/nick-o-time Contact us by sending an e-mail to firstname.lastname@example.org with some basic information about yourself and your skype. Thank you for taking your time to read this.
Does Mixed Lighting require that I enable 'Baked GI' in my Lighting>Scene settings? I'm using ONLY Precomputed Realtime GI and have Mixed Lighting enabled for most of my lights and they seem to work but in the editor I get a warning Enable Baked GI from Lighting Window to use Baked or Mixed
hai guys im working on a online fps and i've been playing with the lighting because my gun is really dark. right now i'm using a point light attachted to the main camera to make the surface brighter so you can see the details but you can see a big light all around the controler and i definitely don't want that if anyone can give me ideas on what to do it would help alot
Hi , guys just wanted to start a discussion maybe we could tackle this one with each other . From I understand the best way to do this is threw scripting shaders.... Now I have a close idea on how to do this... There are other methods like creating 3D planes to a point and scatter like 12 of them threw out a cone .... I herd there is a way to do this with particle rendering i'm just not sure how in the least bit .... let me know what information you guys think is correct I like to try to tackle this one .... and release it for free