*Must fight urge to begin attacking their facebook page, must...* This is ridiculous, honestly, I think this may be the wost example of work theft I've seen for a loooong time.
Wait .. does it merge the different UVed subtools or objects of a one model ( a gun model for example with the ammo and the scope with different UVs and objects for each ) and do the whole work ?
This is correct, if I export groups as either red,green or blue as in this example, this is the correct outcome, otherwise I'd have to export the group as RGB which merges the group together ?
Here is a set of baked maps applied to the mesh as an in-workshop material, still looks 'flat' as it's only the base for what will be the proper texture, basic flat colouration is on just as an example.
really cool style, I agree with tomtegubbe, it has a very mature subtlety to it. I think some parts are a bit wobbly and undefined though. like the feet for example.
Solid, consistent, completed levels, coupled with a simple and easy to brows portfolio. Perfect example on how it should be done, i imagine you will have no problem finding work :)
@Paskie you're gonna need to provide us with an example here, I think. A proper visual one at that. XP For the next theme, my vote goes towards the mounties.
• Read all the pages on the Toolbag3 website • Download their example scenes and look at the texture passes • Done ! As for unwrapping : no texturing tutorial will cover that, as this is a prerequisite. You'll have to learn that separately.