I see what you mean about the maverick. I like the decal shee idea too. This is the scene I am working with but I still plan on re working the Phantom and making a grey veriant as well. Thanks for the advice! . . . . new paint job comming along!
I've been playing through Splatoon this weekend, and I've been trying to figure out how they manage such a huge amount of constant ink coverage. Can't be decals, there's too much of it and it's seamless over curved surfaces. I doubt it's vertex colors, the polycount would be out of control to get that kind of definition.…
I've been trying 2.8 release and finding really pleasant compared to previous releases. So I wanted to ask if anybody bakes normal maps right in Blender using round edge shader, decal machine and all that stuff. I remember reading a few years ago that baking in Blender is wonky and not recommended in general.
very clean job, but it shouldn't be that clean too, what about some imperfection ? in my opinion, adding some decals, damage, would be great ! the top tank too much rivets too. anyway this is my opinion ^^ but it's still an awesome work ! keep working on it and good luck
Quick update, I made some variations of bullion models, two large stacks, 3 small piles and a separate lone pallet model. I've scattered them around the seen quickly. I'm moving on to focus on some more set dressing and decal creation for signage.
Just a quick update, I'm currently on refining the super blocky assets so that they have meaning and context. Hopefully its starting to define the scene a little better. It's all just 3DS Max work at the moment. I've added placeholder decals too but these will be replaced at a later stage.
Thanks Stevston89, I've got some idea's for the skin when I come to work on it. Spent some more time today playing with colour combinations and lighting etc... This current one is sitting better with me. Gonna add wear, decals and all that jazz to :) Feedback welcome.
Two related options here: Trim sheet = a bunch of textures laid out side-by-side inside one bitmap. Decal sheet = same, except these are overlaid on top of another texture. Either via transparent edges, or buffered rendering (deferred rendering, stencil buffers, etc.).
I think it looks pretty good so far, the red is a bit striking, like Convict said. I think that an AO bake off of one of these instances would help the map immensely. Do you have plans for some decal textures to break up the tiling?