an update: - textured the concrete platform - messed around with lights (seems kinda too dark now) - did a 2nd pass on some of the textures - added a concrete road texture - added a manhole cover decal still want to do: - revisit the corrogated metal roof - add some litter - model a dumpster - explore adding grunge decals…
That's a pretty good scene. I suppose if you consider it done then disregard the following comments: It could benefit from some dirt/grime decals along the bottom edge of the buildings. The texture tiles on the roofs are a bit obvious, try fix or break them up with more decals. The blue tarp really could use something to…
This is starting to turn out really nice looking! I know you're not completely done yet but one thing I think could make your scene more polished and alive feeling is more wear and tear and dirt buildup in the corners of buildings. Maybe some decals would do the trick! Maybe also some stain decals dripping down the walls…
Are you tiling textures? If not that's what you'll want to do; to be more exact modular pieces + likely trimsheets and maybe vertex blending to add variety, if not decals. You can start by reading the polycount wiki and the checking resources listed, then search those terms to learn more. Modular Environments Texture Atlas…
Hello! I guess vehicles would benefit a lot by using layered shader/texture. this would make painting decals, base metallic paint and gloss much easier. And i think why GTA IV have a lot of overlapping UVs its because they use different UV sets for each material. A good car paint shader can be a little complex, because its…
I could add some dents/scratches, I think it was only thrown around, but the decal on the ground tells a different story indeed so I'm replacing that one with some bullet damage. But the decal is only projecting on the floor, not on the two panels beneath the PC which is strange..I could project it onto the pc tho btw,…
Aight' after a while due to other projects little bit of progress. Container, done pretty much lazy job on the uvs and baking but its not even properly visible in the shadows anyway. ( spec is too bright on certain edges i guess) Here is the scene with Puddle decals reflecting the environment, also trying to add motion to…
Thanks! That was a wonderful brief! I'm considering the moving track texture approach. Many examples in portfolios and games still use that method. U said the tank should be more than 10000 tris (5000 quads). So I guess I should limit mysef to 15000 tris? As for decals, how do u think I should make them? A seperate flat…
thanks so much everyone, it really helps... I am making trim sheets first time with decals too, and i am building a georgian interior. Is it advised to mix up all the different objects together so you have doors, windows, walls with different textures applied or do you recommend splitting them up so you have a trim sheet…
On the bottom section of the merge window that will appear when you run the command, you have to click those extra 'merge' buttons to tell XSI to also merge UV coordinates/materials and/or any shape animations/weights you might have on the models being merged. As for the image in the UV editor, you can go up to the Clips…