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Author Topic: Unity3D Assets  (Read 887 times)

creativityheaven

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Unity3D Assets
« on: Jan 23, 14, 05:27:27 PM »

Has anyone here found out a way to use the Unity3D skyboxes in HE2? I can get them into my game but then you can see the seams on the cubes.
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keeperofstars

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Re: Unity3D Assets
« Reply #1 on: Jan 23, 14, 09:45:04 PM »

Cubes tend to have seams, with skyboxes. Unity does a bit of an overlap things with their skyboxes to help smooth seams out.

Overall a dome is usually the better option to go with, but...

just need to make sure the cubemap they used was properly built.
I usually find using or finding domes and importing them in works better.

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[img]http://screencast.com/t/x7btcSSyp3h0[\img]

creativityheaven

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Re: Unity3D Assets
« Reply #2 on: Jan 24, 14, 12:41:09 AM »

No way to get rid of the seams? :(
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PN-Dwight

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Re: Unity3D Assets
« Reply #3 on: Jan 24, 14, 05:19:43 AM »

Yes there is, but you would model and construct them differently :)

Not an out-of-the-box option.

keeperofstars

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Re: Unity3D Assets
« Reply #4 on: Jan 24, 14, 10:43:02 AM »

unity is way more forgiving with it's seams and cube maps, if the cube map is done correctly hero won't have seams, if it's done poorly, IE the cubemap itself isn't matched up correctly then their are seams.

In unity you don't actually use a real cubemap to say, the system asks for you to provide the 6 faces you want to use, so you actually use 6 images, to make the asset up in unity. Now you can use cubemaps but it gets mapped a bit differently, than normal. Also unity has a few "rider" classes that are built just to focus on smoothing out the seams so they are less apparent.

So it lets skyboxes get away with much more than they probably should, by splitting them up into individual images and then reconstructing them in the render process. While it's nice it does take up a bit more resource power etc, on the renders.

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[img]http://screencast.com/t/x7btcSSyp3h0[\img]