What's up guys, I was working on a metal barrier model trying to get the UV map looking right for the rounded part of the barrier and running into some issue trying to get the UV map right looking good and not bending too much, and was also not sure if I should be connecting this bent part of the barrier to the other two part pipes going left and downward. Then I came to wonder if it is a better idea to go with a tileable texture for an asset like this or go with a 512x512 texture map. Any thoughts or ideas?
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As far as tilable vs unique, it always depends on how its going to be used. Will it be right up next to the camera? Is it a key prop in the environment? Or is it supposed to be a boring prop over in the corner?
I've cut up the mesh at the parts that needed a different color. Then detached that part, so you get a really sharp blend. Then after I've assigned the colors I painted in a few spots of AO and shadows.
In Unity I made special shader that multiplies a diffuse texture with the vertex colors.
IMO vertex paint isn't necessary and require quite complicated shader. Not worth.