Thanks for the super helpful paintover. I can totally see how you got a banner now. Anyways, some progress for today. Worked on the hull geo and a lot on the UVs. I think I'll try making a wood end trim texture to improve some of the awkward terminations.
But you can't clamp coordinates and still use tiling? Maybe a better approach for architecture is to pick textures that only have to tile on one axis, usually x, and stack them on the other axis. That'd give you, say, 3 512s and a bunch of trims in one 512*2048.
With your next model i think you'de benefit a lot from modeling a highres model first, and using that to use as a base for your normals. You wouldnt have to model in the fine ornamental detail or anything, but the base shape and things like the trim would look much nicer.
update! made a few assets with proper uv's, and than i start making first pass of textures/lighting so i can choose color palette for my scene; used a few tileable textures on floor, ceil, walls, wall with doorway, window frame and one trim texture on window
Hi guys. I would like to achive a look kinda like this for the edges of my concrete. So its fairly new built and modern, but had a few brushes with grenades, bullets and the like. Any ZBrush techniques handy to get this look? Im struggling with Trim Dynamic and Planar Cut atm.
I tend to make atlases before i even begin to model. Or i work with placeholders, color coding some areas that will be used for certain materials or trims, maybe throw in some quick photo sourced areas for better visualization. Just takes some analyzing and planning ahead of what is needed.
For a high poly you could round out the edges on the trim surrounding the shoulder area. The line could look a lot smoother since this is a high poly model, no need for those polygonal corners. Other than that its looking pretty accurate. Don't forget the inside of the helmet for when you render.
@gsokol - thanks! I can see what you mean, I was thinking more of a greenish blue might help pull some of that together. @Steve Schulze - Ok cool Ill bring in some more obvious gradients then. :smiley: . When you say piping are you referring to the white trim?
If you're baking AO into the texture this tip won't help too much-but again you could use a second UV set for that. Horizontal tiling. Looks like a pot. You could do some horizontal tiling if you're super concerned about space. Not for the entire asset, just for smaller trims and such.
lol. cool head man, I dig. He's definitely a ladies man with that neat trim and those pearly whites oh yeah he kills monsters with his unrivaled handsomness. I think its friggin awesome, but he's just a bit too human looking for an ork thumbs up