"I think its time to export one of these to Unity" Your Dad's Cortina looks massive, my older cousin had one back in the 70s when they were all the rage...could pull the birds no probs : ) Interested in the texturing workflow you'll implement for one of the models, if either PBR substances - blender or unity etc, once…
learning a lot about editing normals. After collapsing my bevels and realising that there is a lot of tidying up to do, the shading can easily get messed up blender has a fair few tools to help with that, like smooth vector, reset vector etc you can really fine tune the normals using modifiers and vertex groups to isolate…
so I have a good system for the uv mapping, start off with smartuv project in Blender which gives me a reaonable layout for the main body just not sure if I should have all the materials on 1 texture layout or have chrome, paintwork etc each with a diffent uv set and texture? am guessing in Unity you would have a different…
It's just a shame that there is no edit poly modifier in blender as you could do the panelling on the subd without collapsing the modifier stack.these cars are all mainly for mid distance viewing, so not going for the high fidelity style this time, but I am going to do a proper sub d car at some point, once I figure out…
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
^ Some great tips there "just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ?like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ?" Well, only…