01-03-2020, 11:31 PM
(This post was last modified: 01-03-2020, 11:59 PM by digitaldavinci.)
With Wings and unity open with projects linked by created objects the developer can make changes to the
wings model either the Material or selected object. Then when the Wings selected object is exported the Unity serialization process gets triggered due to folder change the model change appears in Unity automagically!
This makes the two application looked like they are linked.
I am doing this on an Asus Intel I7, GTX960m laptop. And the process is sweet.
I have spent the last 5 years waiting for this integration to perform flawlessly and now we have it.
When performing UV mapping the idea is not to do to much in Wings. Just build the model and UV map it. No need to import images to map to. Yes this would still get to Unity but it is not necessary as Unity has shader capabilities. Just make your models and align the selection cuts in the AUV window.
I am using Amplified Shader editor in Unity to create wonderous overlays.
Now I have physics, colliders, and materials in a real time environment.
The power of Wings is a phenomenal creation tool. And using Unity to implement motion adds icing to the grandest of cakes creating a delicious eye candy of an effort.
In UV map generation the most effort is put into deciding the match between the segments cuts and the positioning of the ASE shaders in Unity. It can be fun and tedious. But watching the results unfold before your eyes is deeply satisfying.
wings model either the Material or selected object. Then when the Wings selected object is exported the Unity serialization process gets triggered due to folder change the model change appears in Unity automagically!
This makes the two application looked like they are linked.
I am doing this on an Asus Intel I7, GTX960m laptop. And the process is sweet.
I have spent the last 5 years waiting for this integration to perform flawlessly and now we have it.
When performing UV mapping the idea is not to do to much in Wings. Just build the model and UV map it. No need to import images to map to. Yes this would still get to Unity but it is not necessary as Unity has shader capabilities. Just make your models and align the selection cuts in the AUV window.
I am using Amplified Shader editor in Unity to create wonderous overlays.
Now I have physics, colliders, and materials in a real time environment.
The power of Wings is a phenomenal creation tool. And using Unity to implement motion adds icing to the grandest of cakes creating a delicious eye candy of an effort.
In UV map generation the most effort is put into deciding the match between the segments cuts and the positioning of the ASE shaders in Unity. It can be fun and tedious. But watching the results unfold before your eyes is deeply satisfying.