Current WIP. Finished the base texturing. Already added some texts, logos and such. Need to break the color variation a bit, and add a lot of new model details to break the parts that are still too flat and blue.
I would probably take those wall panels and break them up with shelves of spare parts, engines, etc. It looks a little repetitive at the moment. It would break up the polygonal shape of the room nicely.
No prob man, glad to help. To break a connection, go to your material attributes and right click the text where it says Transparency (Or could be color, bump etc...) and there will among other things be an option to break the connection.
this looks pretty cool! one suggestion is maybe break up the silhoutte on the roof panels with some destroyed pieces of that ceiling? it'll break up those straight lines...try it out and see how it looks :)
I like the idea of breaking down how things worked, like some asking how this effect was done, and someone breaking out the emulator and taking wireframe screen shots and making test scenes and what not.
Looks great Xelan! Just one mention, the tread on tires looks like it's the wrong way round, usually on tires the tread points in the direction the wheels turn, like this: Cant wait for it to get some textures!
Break it as in use the "Break" function in the UV editor to separate your selection from the rest of the mesh, creating the UV seam(s). I am not certain what 2017 has as I am not on that version. :neutral:
Hey, looks cool but could be fleshed more imo. Could increase readability by having wall elements different color than floor + some trims. Maybe break up large areas a bit, e.g. with some individual bricks. Also I would pay attention to contrast, so individual elements don't visually break apart. Would keep an eye on…
Hi guys, I try to pack my UV more efficient, so I break the rim to two pieces, and the result is I got ugly seam on the model. is it better not breaking the rim or is my bake setting is off? Got this model all in the same smoothing group. Thanks,