Very interesting video. If anyone was wondering if there are other ways to achieve those kind of effects in Unity, I usually work differently. For the first screensave we can also do that easily with a basic shader, there are plenty of ways to go from a cube to a sphere simply by tweaking vertex offset and normals, same for the other morphs(you dont actually need to write the shader, this is also achievable in ShaderGraph). You can also set some vertex color in Blender so that you can easily isolate the vertices you wanna work on. Hope that gives you ideas :)
Yeah that's definitely a flaw with the method I used to morph between the different meshes. Personally I do think it looks better without the backface clipping though
Very interesting video. If anyone was wondering if there are other ways to achieve those kind of effects in Unity, I usually work differently. For the first screensave we can also do that easily with a basic shader, there are plenty of ways to go from a cube to a sphere simply by tweaking vertex offset and normals, same for the other morphs(you dont actually need to write the shader, this is also achievable in ShaderGraph). You can also set some vertex color in Blender so that you can easily isolate the vertices you wanna work on. Hope that gives you ideas :)
How do you only have 50 subscribers?? Im the 50th by the way :)
NOSTALGIA
I’m pretty sure the cube corners on the flowerbox get inverted through the center, you can tell by looking at the colors of the spikes
Yeah that's definitely a flaw with the method I used to morph between the different meshes. Personally I do think it looks better without the backface clipping though
Great video!
Nice :D