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…
Guys, didn't i hear something about a fantastic 1.04 "comming out last week" hu?! ;) What's your tohughts on a decal system? That would be frekking amazing to have. Even if that means putting out the decals in maya and naming them "*_decal" or something like that. Would be really cool! I've said it before, well over mail,…
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…
Yea this work isn't very good. Kidding. For real though, you gotta have some confidence in this piece :D . I'm absolutely in love with the second image and the contrast between the painted blue and the copper. I'd love to see a game ready asset created with it. My ONLY suggestion is to add some decals or something to the…
Great work, the walls look stunning but I think the paving slabs and concrete panels could do with some more variety between each piece. It looks a bit too homogeneous right now. Also,I have a question that maybe OP or anyone else could answer: I am working on an environment (similar to this actually) implemented using…
Hi there again ParkMarks, Thanks for the feedback and critique, I'll certainly be looking at adding a t-junction, but without doubt adding decals and other stuff, though unity doesn't have a built in decal system, but I'll probably find a way around it like the water puddle. Staying away from character modeling will…
Works for me if I add Box() to the end of the script. It doesn't work with creating primitives in the viewport. You can try using NodeEventCallback and use the delay parameter. The only problem is that if another node is added before the unwrap is created it won't add the unwrap to the previous node. if callbackItem !=…