Not quite sure why you think there's a book worth of information to even learn about UV unwrapping. At its core, it's mapping 3D vertexes and polygons to a 2D coordinate system.
I made a few changes, changed a few textures around and switched up the lighting a little. Still need to make a steam particle system, and make a LUT for the post processor.
The idea to have a tutorial review system is a brilliant one Zack. There's so much content nowadays ranging from absolutely terrible to outstanding that some sort of guide is highly desirable.
Finished these two ‘baseline’ Taitorim, been wanting to get them out of my system for a while now. Can't believe they've become my favourite design of mine, though...
Check the instruction count now ;) You should rather find or make a function that blends the normals too in a way that you want. Or better yet, make it for the new blending system.
Or perhaps quantum entanglement would work from within the warp bubble, so you could scout ahead and get information back "real time" with the appropriate com system.
have you tried using the mask curve tool? It lets you draw masks using a path based system instead of doing it freehand. It's next to the circle mask tool
Agreed on the viewport. I think they just way overcomplicated their shader system early on and now we're stuck with it. I don't see it getting thrown out and redone anytime soon...
GumRoad looks like exactly what i'm looking for! Just have to work out if i can send out updated files with it or not. Edit: they have a system for it! <3 Swoon.
This is fantastic! Great texturing. I was wondering, how do you determine measurements for non prop pieces when thinking of modularity? Do you use a particular system of units?