@Anchang-Style Hey, that's my post (still sore about making the "an" typo in the header haha). :) The text there is very simplified and has no insights you can't get from this very thread, so don't rely on it too much. What I referred to in the paragraph you're quiting is the traditional texturing approach with tiled maps…
If there will be more requests then I will make one, but as I mentioned, there is a step by step text based tutorial on the previous page so basically you simply need to read it...
It's in the Freeform section of the graphite modeling tools. Here's a little tutorial where he uses these tools to conform a ring onto a sphere (skip to about 04:45): https://youtu.be/s1bTyPHbI3k?t=4m45s
I don't think. If there is a decal type that can modify only normals, or do both if needed, then you would get into the same case with the Unreal decals. Pain to work with, if you use many decals, and wouldn't work for complex shapes. Later today I'll upload a detailed tutorial about this, a similar one to the custom…
I read up on this in a rather indepth post on reddit (most of you are surely aware of it https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/). My problem at wrapping my head around this is the way of UVing. He says What exactly does he mean by map surfacing it with no real…
Alright, tutorial video about the uv projection is here. https://youtu.be/3_MG9yMbh-Y As a side note, in some cases I had some issues in Unreal when I wanted to use the second uv for the normals. I got some weird dot kind of errors, have no idea why, it didn't seem like a tangent issue. So If you are getting such errors,…
This might be late but can I just get a quick confirmation if these are the steps used to model/texture these large ships and that its still valid today: - Create modular parts as needed - Add more polygon details onto parts that need it creating a "mid level polygon" count object - Create tiling materials for the parts…