Thanks again for the crits guys, still hammering away at this. Here's where I am right now: I decided to step away from vertex painting and go with a more clean/stylistic look, although I am planning on adding decals for water damage and such particularly near where the water meets the buildings. I've been having a weird…
This is a tutorial where I demo a simple setup for getting paint color selection and decal selection working in your vehicle select menus. This is geared towards a racing game setup, but the same techniques will work in any game where you want to swap textures on a character or model or add decals to that model. This…
This is a tutorial where I demo a simple setup for getting paint color selection and decal selection working in your vehicle select menus. This is geared towards a racing game setup, but the same techniques will work in any game where you want to swap textures on a character or model or add decals to that model. This…
Hi Eric The character is a remake of an existing version. The second version. I found the base to be too heavy for a monk, plus building on the surface of the figure adds a lot of volume. I am using the character to get to know kitbashing but also testing plugins for blender. So far I have used Hops, Boxcutter, Decal…
Of course these are valid arguments. The dc stuff that got in would've gotten in anyways, with or without the involvement of DC. So it hasn't reduced the chances of other artists getting stuff in. I also don't know why you quoted that, I don't recall saying they reduced the chances of other artists getting in. My comments…
Did the first texture approache yesterday and get some really nasty butterfly effects and mirrored normals in substance painter. :( So I will redo the UV maps today, eliminating the middle seam. I will also use this to redo the arm and merge it into one object with the base. I have also one question regarding substance…
Just a quick update. Slowly but surely. I tried really hard to figure out the deferred decal method. But I kept having shading problems and couldn't get the decals to blend right. Will keep attacking it. I moved over to total dynamic lighting. I'm learning how to do work with dynamic lights so the interior lighting is bad.…
Thanks for the crits guys! really appretiated, ill have some more progress soon! Glad some of you guys like it. Im pretty determined to get this finnished over the next week! so progress will be more frequent. Im having some problems with decals in the SDK at the moment, it seems to have a default spec that I cant alter…
You've got a couple of options for small details. A: Model and bake them along with the main model. Z-Brush, subD whathave you. You can either model them into the main model (difficult) or model a smaller portion where these details are, conform it to the main model, then sculpt just that patch. B: Make a greeble/decal…
I've done a bit more work on my scene so thought I'd post more WIP pictures. Here's what I have changed since my last post: * Made oil spill decals for the floor. * Modelled some props that can be seen at the side of the APC: a floor sheet, 3 different styles of paint can and a step-ladder. The step ladder isn't textured…