First character idea sketch. I'm not much of an artist, but we'll see how this turns out I guess.
yo that's not bad at all mr. baff.
what kind of game is it exactly?
To make Adam, the Demo Team developed custom tools and features on top of Unity including volumetric fog, a transparency shader and motion blur to cover specific production needs. We’ll make these freely available soon!
Funny. Volumetric fog/shadows is what I'm currently working on for my... because those volumetric fog lighting effects are just lovely, and there was some discussion about this earlier in the thread
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:
https://www.youtube.com/watch?v=U8lbFP8i730
It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:
https://www.youtube.com/watch?v=U8lbFP8i730
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:
https://www.youtube.com/watch?v=U8lbFP8i730
It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)
will sorry for the late reply but hollow knight is AMAZING and you guys are making me feel like shit!
I honestly can't wait to play the final game.
Will still check the 32-bit issue, Pehesse! Had a pile of sh!t to deal with.Yeah... same here! Amazing trailer!
Btw; How is the game being played, actually?Made Some hires shots of the various units in my game
...
Will still check the 32-bit issue, Pehesse! Had a pile of sh!t to deal with.
Did the coloring for the enemy sprite. All enemies will have similar style. We'll find the best way to do that glowing effect in unity (it's photoshop here).
Now i'll have to animate it but it'll be more easy
By the way the sprite here are 1:1 scale at 1080p
Generally speaking, that kind of effect is achieved mathematically on a 3D model by calculating a given polygon's tangent to the camera angle. Thus polys at almost a right angle to the camera glow more, illuminating the edges.
To do the same thing in 2D, I think you might as well just draw it.
What i'd like is the screen blending. it's easy to make it directly part of the sprite of on a layer behind it, but without the blending effect, it's going to have a different effect, with less contrast and colors. I saw some tutorials for screen blending effect on internet. We're looking at it.
It's a mess if unity doesn't have that cause construct2 has direct blending option, just like photoshop for every layer for exemple..
Oh, I understand now. Yeah, that shouldn't be a problem. Unity can do the screen blend just fine. I don't know if there's a default option, but you can write the shader for it pretty easily (or borrow someone else').
I've successfully done convincing glowing effects by adding another layer of sprites that are only the glowing element in isolation and put that above/outside the shadows layer so it appears to glow in the dark.
I've successfully done convincing glowing effects by adding another layer of sprites that are only the glowing element in isolation and put that above/outside the shadows layer so it appears to glow in the dark.
It's "Unity Week" for the PACKT free e-book of the day.
https://www.packtpub.com/packt/offers/free-learning
huh which reminds me that I still have a Unity course somewhere I never really used for more than 2 episodes. Maybe I can find it still.
What software do you guys use for creating animations? I'm a bit stumped here. (For now, free or cheap would be preferrred >_>)
edit: trying to figure out animation joints and creating body parts so i can "just" try to overlay them easily to produce some kind of movement. No idea if it will work.
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:
https://www.youtube.com/watch?v=U8lbFP8i730
It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)
GI solution needs to be re-computed.Need some help with emissive materials. I think I might be fundamentally misunderstanding something.
I have a cube with an emissive material in a scene that is only using pre-computed real time GI:
When I try to change the color value while in play mode from editor, the following happens:
Of course, as soon as I exit play mode, the GI adjusts to the color value I set on the material earlier:
Here are the lighting settings for the scene:
And the material:
Anyone know what I'm missing?
DynamicGI.SetEmissive(GetComponent<Renderer>(), Color.white);
GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);
huh which reminds me that I still have a Unity course somewhere I never really used for more than 2 episodes. Maybe I can find it still.
What software do you guys use for creating animations? I'm a bit stumped here. (For now, free or cheap would be preferrred >_>)
edit: trying to figure out animation joints and creating body parts so i can "just" try to overlay them easily to produce some kind of movement. No idea if it will work.
There's links for all 3 in the OPHow on earth did you guys get on Wii U??
Looks like you have to do it using DynamicGI.SetEmissive. I attached a script component to the cube that includes this line:
Code:DynamicGI.SetEmissive(GetComponent<Renderer>(), Color.white);
But it doesn't actually seem to change the emission color on the mesh itself. Here's what it looks like right now:
Edit:
Adding this line:
Code:GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);
Seems to have done the trick. Do I really need two separate lines to make this change? It feels like I'm missing something.
Was in midpost when you edited in the soultion , but you're not missing anything, that's how you do it
edit: Aside from maybe caching the material so you don't get the renderer component every time but, depends how often you do it for it to be worthwhile.
Interesting. I'll have to look into this.
GetComponent is just a bit expensive (time and can generate a bit of garbage), so you tend to call it once and store it when Awake/Start is called etc so you don't keep calling it. Or you can just set it as a field in the editor.
One thing to note, when you call material for the first time, Unity will create a new instance from the original meaning that any changes to this material does not affect other materials that share the same original material. Any call to that material from that specific renderer will now be that instanced material, you can see it in the editor as if you inspect that object the material will now be "name (instanced)" or something.
You can change the original material rather than instancing it by using the Renderer.sharedMaterial property, which will automatically propagate the change to all renderers using that material. I think the material changes are kept even after you exit play mode though, so if you use that you're most likely going to need to reset the shared material to its starting values whenever you enter a scene that uses them.
Instancing materials by not using Renderer.sharedMaterial will often prove expensive because doing it for each object will eventually result in N unique materials, lowering performance by a fair bit depending on how large of a value N is.
It is not recommended to modify materials returned by sharedMaterials. If you want to modify the material of a renderer use material instead.
The thing about sharedMaterial(s) in the way I understand it, is that it is more ideal for editor scripts due to (as you stated) changes to the material in the project itself. Part of this is because when material(s) is called from an editor script, you get a warning about potential memory leaks as the editor is not keeping track of the new instances.
The documentation also says:
If you want to do as you suggested and minimise N, then just have one instanced material and assign it to the other renderers material so they all share the same instaned material. Mind you this is also a little more work and you're also in control of said material so it's also your responsibility to destroy it in some circumstances, but it would also avoid the project changes that could happen after with sharedMaterial(s).
But this also extends from not that clear documentation and Unity just being weird in general.