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James Arndt
Registrace 20. 01. 2007
I am currently a Senior Technical Artist with Capgemini creating world-class interactive and immersive real-time experiences that bring products and ideas to life. This channel is intended for tutorials, showcases and the sharing of development processes. Channel focuses mainly on these tools: Unity, Maya, 3ds Max, Substance Painter and Photoshop.
Unity Reflection Probe rendering issue - UWP Xbox One S
Unity Reflection Probe rendering issue - UWP Xbox One S
zhlédnutí: 34
Video
WIP Porsche 911 GT3 Web Configurator
zhlédnutí 89Před 2 měsíci
Using Unity 2022.3.32f1, URP 14.0.11 and the Unity glTFast 6.6.0 package. The gltTF package is primarily utilized for it's web-optimized shaders that include clear coat. I've found you can snag some of the maps from the measured materials library and use them in the glTF shaders for a decent car paint, glass and metallic material set. WebGL build: jamesarndt.itch.io/car-configurator
Construction Forklift Cameras - Unity WebGL
zhlédnutí 79Před 3 měsíci
Construction Forklift Cameras - Unity WebGL
Construction Template - Forklift WebGL
zhlédnutí 45Před 3 měsíci
Construction Template - Forklift WebGL
[The Bastion of San Augustin] - Deck Gun Turnaround
zhlédnutí 63Před 4 měsíci
Unity 2022.3.23f1 rendered with URP.
Unity HDRP night lighting - corrected
zhlédnutí 125Před 8 měsíci
I had to correct a few things with this Unity HDRP nighttime lighting study. The shadow filtering wasn't adjusted to a sane quality level, the point light within the flame was casting no shadows and the light intensity was off. Join my indie game's Discord: discord.gg/3tPS6JA8Bx
The Answer is Never! Development - #MadeWithUnity
zhlédnutí 84Před 8 měsíci
Broadcasted live on Twitch Watch live at www.twitch.tv/cold_coffee_software
Google Pixel 7a - Shader Tests
zhlédnutí 72Před 8 měsíci
This is an on-device test of a stylized shader very similar to those used in the game, 'Auto Modellista'. Unity 2023.13fa URP project. Pixel 7a hardware specifications: www.gsmarena.com/google_pixel_7a-12170.php
The Answer Is Never! - Roller Rink In-Progress
zhlédnutí 312Před 10 měsíci
Discord: discord.gg/YrwTsRYFf8 Twitch: www.twitch.tv/cold_coffee_software Twitter: AnswerIsNever The Answer is Never! development update. This is a quick capture of the rendering aesthetic currently under development. 95% of the environment is materialized with vertex color and almost no use of 2D texture maps.
Home Office Environment
zhlédnutí 55Před 10 měsíci
This is my remote work environment where I spend my days working on various things. I've collected a lot of pop culture nonsense over my life.
Corgi Engine v8.6 - Platform physics issue and character scale
zhlédnutí 158Před 10 měsíci
The Corgi Minimal Platforms demo character and level are very much tied to a specific scale factor, in regard to the physics. Any deviation away from that character scale necessitates a different level layout or scale to account for these physics updates. Users are advised to adjust both the vertical and horizontal raycasts to better detect those angled platform corners. Its generally a lack of...
Guardians of Subterrania - Development Update #3
zhlédnutí 147Před 11 měsíci
Follow progress on Discord - discord.gg/fAewhxmpmH In this update, I talk about revisions to the main menu mockup, taking feedback from the community and the logic/reasoning behind some of the aesthetic and artistic choices for this game. #unity #indiegamedev #gamedesign
Guardians of Subterrania - Development Update #2
zhlédnutí 195Před rokem
Follow progress on Discord - discord.gg/fAewhxmpmH In this update, I talk about my current focus, which involves establishing cross-platform input management. Thanks to the Rewired input package I was able to quickly support the Atari VCS, Windows Desktop and the Xbox Series S platforms. #unity #indiegamedev #gamedesign
Atari VCS and Xbox Series S - Comparative Unity builds
zhlédnutí 241Před rokem
Atari VCS and Xbox Series S - Comparative Unity builds
Guardians of Subterrania - Development Update #1
zhlédnutí 349Před rokem
Guardians of Subterrania - Development Update #1
The Answer Is Never! - Using Vertex Colors
zhlédnutí 655Před rokem
The Answer Is Never! - Using Vertex Colors
Skating In The Neighborhood - New Smyrna Beach
zhlédnutí 103Před rokem
Skating In The Neighborhood - New Smyrna Beach
Art asset validation - The Answer is Never!
zhlédnutí 120Před 2 lety
Art asset validation - The Answer is Never!
Unity Toon Shader from Unity Technologies
zhlédnutí 23KPřed 2 lety
Unity Toon Shader from Unity Technologies
The Human Spaceflight Project - Development Talk
zhlédnutí 328Před 2 lety
The Human Spaceflight Project - Development Talk
The Human Spaceflight Project - SLS and Launcher Quest 2 VR
zhlédnutí 61Před 2 lety
The Human Spaceflight Project - SLS and Launcher Quest 2 VR
XR Interaction Test - The Answer is Never!
zhlédnutí 82Před 2 lety
XR Interaction Test - The Answer is Never!
Managing Art Production Workloads - Efficiency Tip
zhlédnutí 143Před 2 lety
Managing Art Production Workloads - Efficiency Tip
Bake any motion to Unity Animation Clips - Unity 2020.3
zhlédnutí 6KPřed 2 lety
Bake any motion to Unity Animation Clips - Unity 2020.3
if anyone has issues with the model not moving even though you followed the exact steps. then in the arm_controller code inside the Processmovement() instead of adding try multiplying. "baseYRot += baseSliderValue * baseTurnRate;" hopefully this helps :) Also, the way he teaches and demonstrates in the video is awesome. Looking forward to learning more from your other videos. thank you.
Thank you! Watching this tutorial after 14 years! Please continue to make more awesome tutorials❤❤
how to set and use glTF file like this. where to find? wow.. I really want to learn
I know this is a bit old, but do you still have a link to these assets or something similar?
If this also possible if i rig my robot using fusion 360?
What update is there on the progress with this technology and baby x now? Curious to see the evolution of the tech.
Elon Musks child, X...
This project seems like to win all the ongoing "ai systems war" between language-modeling and video transforming projects. Its the only project that has a true future. Respect.
Can the Baby cry as well?
Why did seeing that ai toddler make me sad? Like I just wanted to give the fake baby a hug.
seriously, thank you so much for this
this shader works very well. is it safe to use it for an actual game though? They warn against it because it's experimental
At this point it's been while and it's not been supported as far as I know. I'd recommend looking at other free alternatives or perhaps paid packages like Flatkit.
@@JamesArndt yes, I just found FlatKit, it looks really good, I think I'm going to use that instead
Has anybody tested this on console?
can you make prehistoric animals pack download for unity
They hid from the baby and made it cry, gave the baby Parkinson's and drugged it with amphetamines within a few minutes. Gah lol
why is it a software? you should make a physical version
where do i find that recorder.cs script? the one you showcase in your project? idk how to code myself.
Nice dude
is it still available?
can you send me now ?
This is no longer available.
Keep up the good work!
Thanks, will do!
This explains the Unity's CEO move to destroy the company integrity... it was on purpose - they already know Apple would buy Unity when the stocks hit the floor with a such dirty move, aplying the "installation fee". Apple and Unity are whores... well played m0th3r fuck3rs .!..
Great video!,but I have 1 problem, why doesn't the Outline appear in my Unity? Even though I have checked it and increased the width I'm using Unity version 2022.1.14 and ToonShader 0.8.1
Apple probably rethinking Unity rn
They should have gone with unreal engine 5
beautiful
I dont think this script work anymore it wont allow me to use var in that way
hi may i ask where you can contact atari vcs or where i can get unity vcs support? or is it the same with xbox? where you can use uwp to build for microsoft qnd xbox with same build, thanks
THANK YOU
Could you share this project again ? I'm really interested in your design.
We're using vertex colors too with blender, saves a lot of time and as you said with isometric view you often don't need to use more complicated techniques. Keep it up!
I'm playing through my library of recent PC games on the Atari (upgraded) with pretty nice results.
Out of curiosity, how old are these games and are they graphically intensive?
@@JamesArndt Mostly from the 2020 - 2022 era. All kinds of games from modern (usually with reduced settings) to retro style. In Kao the Kangaroo I had to reduce the settings but still looks good to me. I have stuff like Death Stranding, Horizon Chase Turbo, DARQ, retro dungeon type games and dozens of others and they work fine. All very playable with the right settings. I have a 2TB M.2 drive (installed in the spare M.2 slot with Win10) 32GB and GPU set to use 8GB.
@@redleader7988 Thank you for the info. I'm kinda surprised Death Stranding would run on the VCS (even with reduced quality settings). This is pretty hopeful to hear. Sounds like you've upgraded the storage, the RAM and the GPU. Is there some form of special OS version or setting within the OS that unlocks more memory for the GPU? As an aside, if you're interested in following progress of the game I'll be putting out on the VCS, here's a Discord invite. discord.gg/bc7k3ygF
@@JamesArndt Death Stranding runs very well. What I did was set my UMA frame buffer size to 8MB, which seems to increase the available to the GPU according to Task Manager. I probably need to look more into that setting to see what all it does. I used the following video as a guide. The bios settings are about 20 minutes into the video: czcams.com/video/WgROVDIhdAY/video.html
@@JamesArndt I'm very glad to hear that your game is coming to the VCS! This will very welcome news to the community. Will this be an exclusive to the VCS? I joined the Discord.
why on earth would you start a project you already finished? especially with the key mapping? how on earth do you do that correctly in advance? what happened to experimentation lol
Not sure I follow. I haven't finished. I haven't even started the development phase and finishing would be a ways away. This is only the pre-production phase. Key mappings are known button maps to common input devices. They need to be determined so that when I create those input maps in Unity I have that information. How am I able to do that in advance? Experience having mapped inputs from these input devices to character controllers several times before. I know the common button mappings and I already have the character controller asset. If any of those need to change at any time, they can. It's completely flexible and modifiable if any kind of change or replacement is needed. Once I start white boxing the levels, the experimentation will begin. Game feel and the feel of combat will require heavy play testing to get just right. Depending on the findings those design documents will change and update. They are living documents.
thank you for the great reply, @@JamesArndt. However, that was not my actual point, that was just an example I gave - of the situation where waterfall prototyping is used instead of 'agile' prototyping - wherein a game is designed in such detail that it has no 'growth potential' (as in weighed down by heavy 'promises' (self-made expectations for overly specific 'waterfall'-designed products) (almost like being burdened by a large codebase) even in the alpha or pre alpha stage
@@nathanielblairofkew1082 Well it's important to note that I am developing under the agile approach. I have a backlog, am using stories and the whole deal. I'm using Trello to manage some of this. It's agile scrum and I'm working in two week sprints. Everything can grow or retract as needed, features, mechanics are not set in stone and very flexible based on the dynamics of playtesting and prototyping. My focus is on iteration and flexibility. All of the documentation is a set of guideposts to keep me on a general path. The specifics are more like notes that serve my poor memory. My focus is primarily on the core pillars of this game. Everything I do has to contribute to those core pillars. This is what will keep me on track, help me keep a timeline and result in my ability to ship. I've attempted much looser, open-ended development before, on numerous projects...and it's never, ever gone well for me. It simply does not work for me and my way of thinking around problems. You asked why I would document input key mappings? I would ask, why wouldn't I? I need to establish what those would be so I can have a baseline to even iterate from, that I can be flexible from. You have to start somewhere at a baseline. I know my platforms, and I know the controllers associated with them and knowing button mappings allows me to create a set of Unity input actions based on that information. I think it would be impossible to even set up without documenting and knowing what those should be. I can't memorize them all, and I'm not going to make guesses when setting these up...so it makes logical sense I would document those somewhere. I would recommend you check out a book. It's called, Level Up! The Guide to Great Video Game Design by Scott Rogers. I used this to teach game design to my students. There are some basics around designing a game that you can find in those pages. They don't just apply to small team devs like myself (less than ten people), but they also apply to larger studio teams too. These are fundamentals around what it takes to build a game and build a game that is fun and engaging. I think too many ignore those aspects and that's probably why only a few games out there truly become hit games. We don't live in a world where one can reasonably expect to have a hit game, and they just go off of instinct, personal preference, or just "wing it" by free-form development. That will not work for 95% of developers out there.
Sorry forgot the link to the book :) amazon.com/Level-Guide-Great-Video-Design/dp/1118877160
@@JamesArndt thanks heaps. I'll look into it. And good luck with your game! I was telling some people about it yesterday and they seemed interested in the concept :)
holy shit you found dex
Who is 'Dex' by the way?
“This is an interesting sphere” “Indeed it is”
there is a urp version its broken for unity 2022
This is great. RapicIcon is really needed and wanted in Unity. I spent ages in GIMP on certain models to do this. Found your video on LinkedIn, so thank you for posting this.
She can hear things everytime if real. Not difficult to access Internet for her if real. You'll carry phones that's how that third eye. Her eye movements show she sees everyone. Doing many things plus does what's asked. How she'll manifest herself to real human very easy. Everyone is ghost like her.
Glad to see you are getting good use out of RapidIcon :)
But Microsoft HoloLens have unreal engine, maya and unity both lol 😂 and apple vision pro supports only unity even unity which is worst most probably microsoft hololens best with unreal engine looks like apple vision pro can't unreal engine.
This is lame since Vision Pro does not have a capable GPU to render 3D models and immersive MR apps 😅
It’s disappointing that it’s clearly not meant for your average gamer/consumer. That and the price is absolutely ludicrous, out of reach for most except enthusiasts and well-funded developers.
@@JamesArndt Exactly and wait for Apple to come back with more ridiculous accessories and prices for this headset in the coming months 😶
In what world is an M2 not capable of rendering 3D models and immersive MR apps? Of course you wont run AAA game titles with realtime raytracing on it, but its more than capable to render 3D models. Everything they render in the Vision Pro is 3D models, so I am not sure what you are referring to. The Meta Quest 2 uses a Snapdragon XR2, which is even slower than an M1!? Sure, it would be nice to be able to use the Vision Pro as a standalone headset with rendering from a dedicated machine and the price is ridiculous, but saying it doesn't have a capable GPU is not correct.
@@letspretend_22Literally same thing i was going to say. Thank you for commenting. They dont know what theyre talking bout lol
I would think that in order to judge the "self awareness" of an AI system, we should be able to program the architecture and then let it learn. Give it the ability to progress and grow like a normal human baby would. The problem with most AI systems is that they preprogram them with data that is already full of personal perspectives and belief systems. This gives the AI a mental "bend" instead of letting the AI develop its own thoughts.
Does NOT open anymore and it can't be downloaded anymore :(........
It does but they have moved the repo. On the top left of the home page, the drop down can be change to 0.9 and the install page has a different git repo.
mirror edge u can only destroy yourself)
As far as I can tell this is completely broken on 2021.3
Yes, but fine on 2022.2 (I know this because I just ran into the same problem as you).
@@mccleod6235 Did you not get film iternal errors? i think its something wrong with the dependencies
@@dahstroyer yes with 2021.3. But it worked fine with 2022.2.
very valuable info, thanks for sharing
Awesome! So interesting seeing the techniques. The game looks great
Man I like your work so much, I wish you keep the excellent work up, love it.
Is there a way to do this with skinned mesh's such as obi rope?
Looks Good. Looking forward to see more of your game. Keep up the good work!
Thanks, will do!
Thanks
really good and helpful :) still good after 11 year ❤