I continue placing the metal decorative elements on the velvet of the collar. I create an Insert mesh Brush with different floreal elements and I place them on the mesh. It will help me when I have to create the ID map for the different material.
**Makkon you making me blush** Ok, next piece continuing the Gypsian theme/collection! I'm trying to give further step from the "plain portrait" stuff I usually do :) HD: https://www.artstation.com/artwork/rebeca-the-gypsian
I have a very long way to go :D . Last year we had very interesting subject called Game development with UDK at the university and it was very helpful and I continued to self educate ^^. Still i have a lot to learn :)
Thanks for the links, and your continued help throughout my little project :D I was going to also try using the boolean methods I have seen, and then just tidying up the result. I will try the way you posted first
Thanks for the continued help guys! I am unfamiliar with what Saturate does, I looked through both the UDK and Shaderforge Node guides and can only seem to find Desaturate. Would this work the same way if I inverted the product?
It's looking great already, but the only thing that sets me off is the texture distortion at the beginning of the cylinder. It look obviously wavy which continues even to the lower part of the metal plate, whereas the rest of the texture looks completely fine. Also the moir
I would normally do that, except this isn't a simple cylinder primitive, so unwrapping into one continuous piece wouldn't make it a rectangle exactly. Plus it makes better use of UV space if i split the UVs into more manageable chunks
That wood grain map is really well done; I'm going to try to recreate it as SD wood has always fascinated me. It looks like the grain of some of your squares continue onto the next square, which shouldn't really happen.
I posted another thread, but in the interest of continuity - yes I got the job. I didn't feel like the interview went amazingly, but maybe thats just me. I guess they liked me enough. gl ZacD, nail it bro :)
Yea it looks like the schematics you are using are incorrect, or you implemented them into the modeling package incorrectly, leading to a whole bunch of proportional accuracy mistakes. Double check to make sure your reference material is accurate before you continue.