That was a very detailed explanation Thank You :) However, I still don't get how to modify my UVs to add grime? Most of my UVs are pretty basic square shaped ones.
True, that's another reason, I was thinking about that yesterday. They would have to modify Battlelog to include mod support, and even then to have MP mods would have to spend money renting servers.
Hey Swizzle I feel honored to have yo reply here, but ya I was going to rig and utilize the FFD modifiers to add the curves to the model depending on what pose he would be in.
It's nothing that complicated.Import your obj and apply a split modifier, with split by sharp edges.That seems to work to me.It doesn't shows the hard edges by default after import, you gotta apply that mod.
I'd suggest purchasing 'Master Camera' from the Unity Asset Store, and modifying it as needed for your game as your game takes shape. It's a good base to start from, for most camera setups.
So this happened when I tried to bridge the verts, and flipping the face does nothing. @Eric Chadwick are you referring to the modifier "editable Poly" when you say switch to polygon mode?
The blending mode used between strokes cannot be modified at this point. If you want to "replace" the normal details, you'll need to create another layer and change its blending mode to normal or replace
enable backface culling, object > right click > properties > check backface culling also assuming from that picture some faces are flipped wrong, maybe do a modifier > normal ... uniform normals.
Hey, thanks for the detailed reply. I didn't pick up the caliper issue at all; forgot to turn on the mirror modifier. Also, never noticed the tire axis on the references, I'm a fool. Thanks!
@boyso Wait really? Damm. The highpoly looks like a mess as I've been using Bevel > Subsurf modifiers within Blender. openGL from render to show whats driving the subsurf and stuff.