note sure about the additional stuff, but tbh some stuff is just done because people think they look cool I guess . Not sure If I could go that far in terms of modelling so much detail, I am more about the illustrative look re any kind of demo - well I am still at the substance painter stage, the cars are rigged, but not…
re learning the basics in substance painter. I have used it on the past, but have forgotten most of itdust +edge wear using world space normal, so the dust is only on the bottom half of the car
yeah doing that fancy method creates and extra row of polys, which I then have to manually delete. was a real pain in the ass the next stage to to make any new cars i make subd 1 then add the panelling/detailit will then be just about smooth looking :/
Its coming along, lot's of stuff to add, but my 2 days of testing out substance painter were postive I think not sure whether to make it really trashed and make it in to a barn find or just make it a bit muddy
all of the squares should be pretty much the same size , but for example If I wanted more details on the hood, i could increase the size of the hood uv island within the uv layout, but generally with cars and such i keep the size of the uv islands equal, so the texel density is even over the model
the problem is though that will take a lot of extra time and the meshes are meant to be viewed from mid distance, so if I had the time and money and I would include interiors( even a basic one) and give them a lot more detail overall but I am bit pushed right now, so they will have to do as I just have to get something out…
Yo can someone explain to me what these B and W checkerboard tile means.... I know it's for UV editing and it's supposed to act as a projector but i'm still confused
cheers man, learned quite bit the last few days, ie varying the bevel size more, not being so heavy handed overall Now I have got the technique down I can focus more on the reference