What's new this week - baked the engine and gun, started texturing, added mesh decals for screws and panel lines: Your browser does not support HTML5 video! https://i.imgur.com/rgQg3tU.gifv
Yeah most likely in a game this would be baked down to a flat plane with alpha around the edges or just used as a projected decal. And yeah a 1024x1024 for something like this would be a bit insane.
Hi guys, In this thread I will post my Tile Textures that I am creating over the next few months. :) So the first Texture is a Brick Wall. I'm going to break up the Texture in UDK using Decals. :poly142:
Hi, hello cool design. I am doing a similair project. Did you mirror the uvs? as you got alot of decalls. This wouldn't work then as you would get mirrored look.
Thanks Zi0! Got the lp, uvs and bakes done. I've been working on the grip so far for textures. Also disregard some of the indented decals, just realised they had duplicated levels.
Thank you @Ashervisalis I reduced the noise a bit: I'm still a bit on the fence whether I should make a more damage variant to vertex paint with or if I should use decals.
I'm a sucker for a pair or horns, so I understand you're feeling. Maybe if you added some little decals or something to some of the clothing to show a more supernatural/wizardy side of the character.
Thanks man! I meant to ask things like are normal maps needed, are cars uniquely unwrapped or do they use tiling textures for, say, the car paint and add decals separately, etc.
You could probably do with baking some AO to the vertices and also add a few decals, also the stones and wood still look quite noisy. Hope this helps - http://wiki.polycount.com/ModularMountAndBlade