http://keenleveldesign.com/modelviewer/showmodel.php?id=4cff14b03063d Awesome stuff! Sliders work really well! I noticed the shadows are affected by the smoothing groups drastically, as well as the unit scale. Too bad I can't create and save multiple shaders for decals and stuff. But for texture and model preview, works…
I do this type of stuff all the time. I usually flatten map or box map, then stitch. Like Justin said, we used to use multiple UV channels for different materials blending. Pretty easy to make things seamless as you can plan the seams where blending will occur. If you have good decals and propping, makes it a lot easier.
https://www.youtube.com/watch?v=TMu2B72DmU4 Did a little cinematic test, been updating the shopfront facade as well recently, the ground material now occludes raindrops properly & we have ground decals for the floor! Small stuff, but it's getting there. Next thing will definitely be the sidewalk areas, as I've completely…
Maybe decals are better if you want more customization, but I would say that having another set of draw calls plus alpha overdraw from using a second texture just for some text is not very optimal if its just going to be used once. Having unique props on one material is always going to be the best way in my opinion. Ed
Some new, decided to make the bell tower on a hill, so it could be seen from any part of the scene. I got the idea to make the constructor so that the whole church, not a model, and make portions. The texture will be more space and we can make a better texture. And help us to diversify the structure of decals. Here's what…
Worked on this scene last 2/2,5 weeks. I was trying to improve my environment modelling skills and raising the quality of my 'folio. Scene contains approx. 34k tri's 2x 2k textures for the walls and floor 3x 1k texture for several assets 2x 512 also for several assets 1x 256 for a decal and a few other small textures for FX
Hey man, just wanted to drop in and say that you should think about what you spend your polys on. Currently you use alot of polys for the the decal on the bottom of the blade which gives the least amount of character to the silhouette. The same with the cylinders, you could trim away alot of polys without losing any…
Definitely need some color in the lighting, also the wall is too clean as well. Your pillar is exactly the same, and angled exactly the same so you can see the tiling in the pillar. Rotate every couple to make them look more unique or just do a base pillar and do a grunge decal to separate them looking good tho keep it up
The secondary Albedo in the Standard shader is multiplied onto the primary Albedo. I'm pretty sure it disregards the alpha channel completely. You probably have black in your empty areas. They do have a Detail Mask in which you could put your alpha as a grayscale texture. Or you could try a decal shader instead.…
Yeah, when its just all hand-created (no baking involved) you can have overlapping UV's no worrys. When you bake, and in my experience Hi to lo poly, thats when everything needs to be unwrapped with zero overlaps. And if you want to break up the repetitions (that ideally shouldnt be too blatant) you can just add decal…