Play a bit, and when you are happy with the result, let’s move to the next steps. For that, I convert the box to editable poly, and I’m going to use the paint deformation modifier. If you use the toolbar, you can hover the mouse on the button to watch a brief tutorial of this modifier. In this short tutorial I’m going to create a scene in 3DS and Unity, to show how the low poly wrinkled paper effect can be achieved in no time.įirst, I created a geosphere, a plane, and a box, to become a cloud, a scene background, and some terrain for the foreground.īefore continuing, I am going to model some mountains in the box. Say that you want to switch your curves from orange-ish color in the day to a bluish color in the night, like in this example ( you can watch a video of this example here):Įl pase de diapositivas requiere JavaScript. So, if you set some color curves for your scenes, you cannot switch to other ones, unless you perform some serious hacking of the asset. But I found that the effect does not allow you to dynamically change its configuration. It’s quite complete and for the most part, it does the job. Unity’s Standard Assets comes with a useful effect for that, called Color Correction Curves. They often bring the deep and professional look that is not easily achieved with just the geometry and normal lighting. Today, I want to share one of those asset that I have published in the store: Dynamic Color Correction.Īs you can tell from previous post, I like quite a lot adding camera effects to my scenes. Although publishing takes patience and quite some work, I found the experience very rewarding. Because sharing is loving, I thought it would be nice make those solution into Store Assets. When working on a game, sometimes you confront a problem for which there is no easy solution, and you need to do some research and work to build your own one.
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