I have being working in the AAA industry for tha last 3 years and the crunch is what is forcing me to find something else to do in life even if I love 3d. Some places may be more respectful with their employees but in my experience the crunch is even calculated in advance cause they know the workers will accept that. Some people is very passionate and don´t mind to do it and that is fine but a lot of people have families and they want to build a healthy environment with them or other goals outside the working ours. Not to mention non-payed overtime and other abuses I faced. Hope this industry fixs this problem.
Those tilesets are sexy. Seeing new tilesets is like getting introduced to a new lego set.
3d artist and Unity enthusiast Jeryce Dianingana talked about his experience using Substance Designer to build detailed procedural material for Unity 5 scenes.
I always wanted to try Substance Designer to make great tiled procedural textures. To see the performance and to figure out how the whole system works. After 7 hours of tutorials I was able to make this cobblestone 2k texture and to expose the parameters for changing the size of the stones or the amount of dirt.
I didn’t use the standard shader of Unity 5, which is great by the way. Instead I used UBER Shader ($50), a plugin that I found in the Unity Asset Store. With this shader I used the POM feature (Parralax occlusion Mapping) and the wetness, using the height map to create this wet effect.
For the vegetation I just used some sample stuff from Speedtree and added some wind. It looked nice.
The camera postFX are made with the plugin Scion Filmic Post Effect ($60), that you can also find on the store.
My tests were very efficient and I’m thinking about creating more scenes with Substance Designer. This is an easy and fun to use tool.