Performance wise, having 2 materials on one object is equivalent to have 2 "splitted" objects with 1 material. Usually i only use this for easier maintenance, as editing several objects in a 3d software could be a bit more of work if they're meant to be "welded" Unity can batch together objects with the same material…
@cfey Thanks! I used MD to sim the cloth on the bed but its difficult to fold it under like in the concept. especially if it has more than one side. I think I will probably end up simulating it, then moving it with FFD then sculpting in ZBrush to get an accurate result @Tzur_H Keep up the good work man, It's looking much…
F_X what do you want to say with that? I did not see any similarity to your mod with other previous work from you. I understand that point in a way for authors like, don't make your work similar with other users work , i.e don't copy another user pattern for a skin etc etc. On the other hand if you reference to decals ,…
All right, had time today to get this thing going. The vertex paint is the way I'm going to do it. As you can see by the screenshot (definitely not final textures, just a TEST!!!), works fairly well with diffuse textures, so it should work fine with normals as well. I'll be using a 256 x 512 tiled texture for the main body…
Thanks again for the crits guys, still hammering away at this. Here's where I am right now: I decided to step away from vertex painting and go with a more clean/stylistic look, although I am planning on adding decals for water damage and such particularly near where the water meets the buildings. I've been having a weird…
cool, thanks Eric . Now I need to find my ancient world machine license . Is it something new and fresh or been there all the time? I recall some river tool there but don't remember it could do braids . found one more cool picture : ps A best way to do it is probably a long bendy sobol brush over a polished , oil smeared…
This is a tutorial where I demo a simple setup for getting paint color selection and decal selection working in your vehicle select menus. This is geared towards a racing game setup, but the same techniques will work in any game where you want to swap textures on a character or model or add decals to that model. This…
This is a tutorial where I demo a simple setup for getting paint color selection and decal selection working in your vehicle select menus. This is geared towards a racing game setup, but the same techniques will work in any game where you want to swap textures on a character or model or add decals to that model. This…
Of course these are valid arguments. The dc stuff that got in would've gotten in anyways, with or without the involvement of DC. So it hasn't reduced the chances of other artists getting stuff in. I also don't know why you quoted that, I don't recall saying they reduced the chances of other artists getting in. My comments…
Did the first texture approache yesterday and get some really nasty butterfly effects and mirrored normals in substance painter. :( So I will redo the UV maps today, eliminating the middle seam. I will also use this to redo the arm and merge it into one object with the base. I have also one question regarding substance…