Maybe there is, but i dont know how, sry :/ But i think its because of the topology. Thats because i said, using good topologized basemesh would be the best and easiest way to get good geo/shading
I cried a little when I saw the amount of time you spent at your tires xD having spent so much time making the other pieces Will you remake them later? Remarkable work!
I agree. Needs some contrast and some knots to make it pop http://previews.123rf.com/images/annaeremina/annaeremina1504/annaeremina150400076/38862239-old-dry-wood-planks-with-knots-and-cracks-close-up-Stock-Photo.jpg
Skills. I love this. Make a little squad vignette, I dare thee. He reminds me of imperial guard 40k... paint that and get all dry brush on it. Thanks for sharing... see you next year! :)
Tnx i have googled my self already :) well i shell share too i find this one have nice tutorials and detailed :) sry for weird link name xD http://www.poopinmymouth.com/#tutorials
I curse Washington's humidity, I'd prefer a regular Arizona day of dry heat around 110, to this muggy humidity that feels like you're in a hot car, even in the shade, humid 95 degree days in seattle.
Well we cant tell a lot before we got to see it on the model, cause thats the only thing that matters in-game it can look horrible in photoshop, but as long as it looks good in-game you are on dry ground :)
[ QUOTE ] I honestly don't think its much of a boy band... [/ QUOTE ] Then why ask if they count? The band's name comes from a members previous job at Starbucks. That's so rock and roll! LOOK AT THIS PHOTOGRAPH! *cries*
This was the answer for me! I had the same problem as OP and have been trying to solve this for two days. I use Blender, so I had my mirror modifier BEFORE my triangulation modifier. This means that triangulation happens after mirroring, so the mesh is not the same on both sides but the UVs are, hence the weird…
whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?