the problem is though that will take a lot of extra time and the meshes are meant to be viewed from mid distance, so if I had the time and money and I would include interiors( even a basic one) and give them a lot more detail overall but I am bit pushed right now, so they will have to do as I just have to get something out…
so I have a good system for the uv mapping, start off with smartuv project in Blender which gives me a reaonable layout for the main body just not sure if I should have all the materials on 1 texture layout or have chrome, paintwork etc each with a diffent uv set and texture? am guessing in Unity you would have a different…
@sacboi - just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ?like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?(I did this back in 2000, so…
^ Some great tips there "just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ?like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?" Well, only…
It's just a shame that there is no edit poly modifier in blender as you could do the panelling on the subd without collapsing the modifier stack.these cars are all mainly for mid distance viewing, so not going for the high fidelity style this time, but I am going to do a proper sub d car at some point, once I figure out…
Wow thank you very much Mike, really appreciate your insight plus YT info which I'll definitely look into : ) I'm revisiting the Kingtiger tank project linked in my sig, after many a year decaying through obvious inattention....nay to be blunt unadulterated laziness hence the query for an alternate modeling method that may…
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
"nice looking car/truck, will take a while to model the whole thing I guess?" Indeed! although shouldn't take as long as a Tiger tank I began modeling nearly a decade ago....LOLs and yeah imo does come to think of it have a certain workman-like design functionality. And since Australia is comparatively similar in size…