There's an example script here: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_CDE5B06D_4BB4_4DEA_96C1_6BAB98709F09_htm One thing I did make dynamic is the parent's rollout height. It changes when the subRollout is closed or opened.
You would need a multi-layered shader and a way to manipulate the position, rotation and scale of the decal's UVs. An example: https://forum.unity.com/threads/iphone-shader-simple-texture-with-decal-2-uv.30629/
Yes, for example - Oberkommando West has 13 .psd's but 14 models. The missing .psd is SWS_Halftrack and none of the models look like this one actually. It is pretty specific. Will try and give this whole thing a shot.
This depends on what your walls, floors, and ceilings look like. With static mesh it's hard to hide seams unless the style of architecture supports it in some way. This is why the example map uses bsp for the floor.
yea the "clear" image isn't the best to begin with, that was due to crappy cell pic at night - I could print screen you another example but I think you get the idea anyways :P
*bump* Here's an example of what I mean - mental ray has nice contrast, but i can't for the life of me get the same out of turtle - am i doing something wrong?! thanks!
I want to make a transition between the object to create this kind of example .... I could use the UE4 vertex painting but this will only influence the materials and not the meshes right, I apreciate new ideas and toughts.
I find that this happens sometimes if there is a face that has no space on the UV map. For example, a triangle that has been mapped as a straight vertical line, or a single pixel, or something like that. It affects the faces around it as well.
For example I would like the ship to havevsome black outlines for decoration to give a sorta of shuttle look at bottom but also use to give a sleeker appearance , would this need to be cut elenent ad well?
There's an example on the Unity wiki: http://wiki.unity3d.com/index.php?title=Animating_Tiled_texture I use the same technique for looping animations of pre-rendered particle effects that I place on a single quad. It's useful in particular situations.