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Subsiege is a unique, new mix of RTS and MOBA. It connects ingenuity of different tactics with resource management and coordination of several units. Multitasking is highly required! Control your submarine squad, consisting of up to six units of choice. MOBA-like abilities will assure your survival in a post-apocalyptic underwater world. Defend your territory and resources in combats with up to twelve players and monsters of the deep sea – alone or in a duo. In Subsiege, you will be fighting to the bitter end, until either all enemies are defeated or their oxygen ran out.

Post tutorial RSS [Submerge] Tutorial - Texturing for Unity 3/7

In this Tutorial we explain the workflows for Unity 3D of our art department in seven steps. We hope this article could be useful for other game dev teams and modding groups. We will describe what advantages we got and what problems we solved. We try to give you a view insight the whole pipeline and show you some tricks. Feel free to ask questions. This is the third article. It's about texturing for Unity 3D in 3DS Max.

Posted by on - Intermediate Textures

1. Unwrapping in Max

We need an average time of four hours to unwrap.To save time we often create two identical sides of every unit.The left and the right side get the same UV coordinates.Ingame you will see no difference and no less details because the camera from a real time strategy game is too far away. This is very often the main reason for reducing the details, enlarging the meshes, animations or updates.Furthermore we save the UV map at 2048x2048 pixels in tga file format. In Unity we reduce this size if necessary.

2. Normal Map

To get our normal maps we us the free software tool X Normal. With this tool we bake a normal map from our high poly meshes to our low poly meshes.There are a lot of adjustments necessary to get a high quality normal map.

3. Mudbox

3.1 Diffuse Map

In Mudbox we create the diffuse map on our low poly mesh while the normal map is activated.

3.2 Specular Map

Even the specular map is created in Mudbox. We save the specular map as alpha channel in our diffuse map because of our unit shaders in Unity.This map is the most often improved map after the unit is tested in Unity with all its maps.

3.3 Glow Map

We create a black/white channel in Mudbox.This channel will be seperated and saved in Photoshop as Glow Map. Using Mudbox there is no chance to create this map directly.

4. Checklist

Now the unit will be tested in Unity with all its shader effects and post process effects.The Wiki will be checked if the unit matches all guidelines. The Art Director and the Gamedesigner will even check the unit before the Animator starts with his work.


Interesting and professional way of working ! I didn't knew Unity was handling glow, nice to know.
About Mudbox vs ZBrush, is it a personal preference or there is some special reason ?

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Its probably because it has better compatibilities with 3ds.

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