I'd say map it, then apply it to a clone as a displacement map. Take the faces that were displaced 100%, delete the rest, and apply a Shell. Similar to the headache of boolean, but hopefully cleaner. ...Hopefully.
Awesome work, very efficient. I am curious, what part of your texturing workflow causes the stretching that occurs outside of all your UV shells? [refer to image]
Thank you. Love your skinpack too, especially that net-alike armor skirts on the Panzer IV. Is it suppose to protect from some special type of shells I guess?
Try and stitch shells together to minimize the number of seams and make sure to utilize as much of the uv-space as possible. You're wasting a lot of space with your current uv layout.
Hey Bardler, Maybe you can use this: http://www.polycount.com/forum/showthread.php?t=92535 You can apply random colors to uv shells and use as selection map.
Yeah definitely gotta add some age to the leather. The eyes are using an Albedo with a paralax map and a duplication of the eyes and scaled for the outer shell with full transparency with just a gloss for reflection.
Don't know...reinstall...could be an Graphic Driver Issue...I had the same problem on one mashine once (2008), but couldn't resolve it...I used 'Shell' as a workaround :D
While confining in some ways (we were poring over an oil-spill decal problem today), the metalness workflow does shave some work from the texturing process!
Looks like xnromal thinks it's zbrush now. :poly142: I don't know what this might matter, But are all the verts welded, And the smoothing is set correctly to correspond to the UV shells?
With your current layout, select all the shells and scale them horizontally to fill the whole space. Then export the UVs as 512x1024. It will squish them again, to what you actually wanted.