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TopicI've been working on a 3d platformer game (in unity)
BucketCat
02/18/24 11:03:08 PM
#15:


TheGoldenEel posted...
the next step will be learning how to add details and texture things, which I know literally nothing about.
texturing is pretty easy when you get the hang of it. you can do the low poly method of just using colors that sometimes have minor details, or go all out and paint the textures in blender (if you eventually get serious about texturing, I would suggest adobe substance painter which is one of the few adobe software that can be purchased outright)
You can also go very, very far with clever shaders and post processing. So textures themselves can be pretty basic and shaders/post take care of making fake details

if you're looking to learn blender, grant abbitt and imphenzia on youtube are very good places to start.

unity's a great engine, despite their poor leadership.
my tips are to plan before implementing, make use of SOLID (especially the D which is dependency inversion. that should come first), and to really learn the ins and outs of Unity's Scriptable Objects. They can be used as a replacement for singletons, overcome abstract classes downfalls (as in, abstraction can easily get very, very messy) and can be used as event handlers, which comes in handy and has better performance than Unity Events (and more flexible)

I've also been working on a game, kind of a game with two game modes where one is a crazy taxi clone and the other is a crazy taxi meets risk of rain 2 type thing. Not much to show as of now because 3 months ago I completely restarted the project to really get my scripts and renderer stuff set up so they can be more modular/reusable in the future. I made the mistake of going down the Unity Scriptable Render Pipeline rabbithole as well as the "make your own editor tools" rabbithole lmao.

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