Hopefully this'll clarify a little bit. Decals wise I mostly use textures which have unique details on the top half of the UV and a tiling section of the same material on the bottom half. That way, you get a matched material for your unique details as well as being able to tile it across one axis. Vertex colours are used…
This is great post explaining all that. https://www.riggingdojo.com/2014/10/03/everything-thought-knew-maya-joint-orient-wrong/ main thing is consistency in the joint chain, whether X is twist axis, or Y or Z.
Thank you so much Axi5. I will try this later for sure. I am using GIMP even though I don't think that makes any difference. Gimp supports TGA I believe/hope.
Nice one Russell, this one is shaping up to be my favorite! I kinda feel like the barrel should bounce a bit, oscillating on an axis. I would get rid of that background texture, I think it's detracting from the effect.
Thanks for the comments folks. Zipfinator : For metal I just do it by hand. I start with the clay tool and rough things up a little, enough to just give things a bit of a warble. Then I do some subtle damage with the clay tool, maybe mask some more areas I want to pop out an additional panel of metal from and deform it…
Basically you asking about two different algorithms, Im not sure where either originated from, I would imagine they are not the same as the two products have two separate development teams. Maya looks like its expanding the pixels based on the normal and max looks like it just going straight along the x axis. If you want…
Progress_2 Created more parts of the frame, working partially from irl truck reference, which seems to work well. I will no move on to create the axel system and keep moving things around or increasing it in size. I want to make sure to have the suspension system visible in the final model so I am going to create plates…
lamont that sounds pretty useful o.o. where might one procure said tool? axios that would be perfect. i tried it though and my obj's are coming out blanks, so i'm not sure if i'm not selecting them in geometry mode or what is necessary for it to export correctly
Now rather than trying to shoehorn futuristic human interaction tech into already established and optimized pro workflows, I think that a good angle of approach would be : what part of the creation process are currently cumbersome and time consuming, and could be re-invented from the ground up ? The survey mentions…