Thank you very much, guys. I will check these out and apply them to my project. I'm hoping to post updates in the coming days if you feel like seeing the progression :)
Advice : Keep the "standard" texture in the material Editor as it is. Do not load any image in it. It is and will remain until your scene is finished : the basic grey material applied to any new object you create. Your problem was : - You created the door first I guess. - Applied a planar map - Loaded an image of door in…
In the last image you posted, the far right has only one tiny element that has that "deformed" look to it, the part under the barrel. Personally it feels out of place because it's that one tiny element with that stylized method applied to it.
Hi there, This unwrap would not pass asset QA. Not just for reasons of texture waste but also because the parts themselves aren't quite cleanly unwrapped : you have symmetrical elements that are not symmetrical UV-wise (in other words : the "pelts" are not symmetrically laid following their center line). This may seem…
Hey LD, Vert-tinting is pretty easy and very straight forward. You can even do it in the UNREAL 3 editor for even more variation. It is a little bit of an old school technique, but is still very viable for games, especially MMOs, since it is sooooo cheap. I am not familiar with 3DS MAX all that much anymore, so I very…
Thank you very much dude ! that's a great shout, I'll scour the net to see if I find anything similar. If not, Blender will probably have a plugin like this, just need to bite the bullet and finally learn the key bindings for it haha I tried something similar with Maya's Duplicate Special which instances your meshes, but…
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