To answer your PM: You'll need to UV the mesh to apply textured materials and you will want to apply one material for each texture set that your model has. As to exactly how to approach your UV layout and how many materials/texture sets to use, that's up to you. You may want to start a thread in the Technical Talk section…
so turbosmooth will always shrink because of its subdividing algorithm, not a whole lot of ways to get around that. You can ever so slightly scale it up in order to match that shrinkage which may alleviate it. See if you can try some of the processes in this video and see if those remedy it. If you could highlight which…
Here we go. I wrote some unity custom tools to build a mapping layout to map my incoming bone indices to the ones from the original models. The rest is done via UtinyRipper for extracting the complete assets content and Unity Assets Bundle Extractor for replacing the files within the original pack file with the new ones…
Yes. I have my stuff docked. For example I never use the movie menu except on rare occasions. Zbrush is made to be heavily customized in terms of buttons and menus placement. Pixologic just had a live stream with some of the best zbrushers in the world and menus were only used to show novices where X or Y option was if at…
Marry me, Polycount! I'm wondering about how strict 'reimagining' should be. Do we have to copy an environment into a new setting? Keep the layout? or just the feel of it? How far can we go creating our own thing? I guess there's no real way to draw a line, so I'm thinking use best judgement. Unfortunatly I don't know shit…
Well, I'm stuck. Normals are borked. I know how to fix it, but screw that. I need to play around with Blender some more and learn all of its nuances with regards to textures before I come back to this project. Here's what my UV layout looked like, btw. Each island is one of the protrusions, since I have no clue (yet) how…
The picture in your reference looks a bit lighter. This might be because of the lighting, though. There's also more colour variation in the leather. Look for the reds and yellows, especially on the side. Your UV layout also has a lot of unused space. Looks great, though, nice materials. I like your presentation but you…
This actually now leads me to another question you could probably answer if you dont mind?: I notice that some textures are quare and in powers of two as usual, but some are strange sizes (at least strange to me). Take this texture for example by J-fletcher: What is going on here? The layout of that texture is nuts so…
What size textures do you have? It looks like you'd need a 4K with the UV layout. You could definitely have UV'd this thing a lot more efficient. Remember Brink used 2 by 1k textures for the weapons... And your chipped paint looks mostly like an overlay that doesn't make too much sense at the moment. Try to think more of…
Hi Camza, thanks. I was thinking of a modern day setting, although I like the idea of a wartime setting. Thanks for the references as well, much appreciated. The textures I'm using are taken from buildings that exist in London, however I haven't modelled the roof tops yet (I think this might set it in England a bit more…