No prob man, glad to help. To break a connection, go to your material attributes and right click the text where it says Transparency (Or could be color, bump etc...) and there will among other things be an option to break the connection.
this looks pretty cool! one suggestion is maybe break up the silhoutte on the roof panels with some destroyed pieces of that ceiling? it'll break up those straight lines...try it out and see how it looks :)
I like the idea of breaking down how things worked, like some asking how this effect was done, and someone breaking out the emulator and taking wireframe screen shots and making test scenes and what not.
Long time no post. Took a deep dive on learning the Halo 3 Modding Tools for MCC this spring, made a map, which was always a dream of mine. Learned a ton about how the Halo engine works and a potential process for creating my own game spaces. Got another (non halo) project in the works that I might post about below. First,…
I agree with that but since you're there already what I usually do is.. build material functions for specific terrain types - eg. grass. these materials might have slope blending, various stuff to break up tiling, heightblending between the various textures - whatever is needed then use the specific landscape layer…
Looks great Xelan! Just one mention, the tread on tires looks like it's the wrong way round, usually on tires the tread points in the direction the wheels turn, like this: Cant wait for it to get some textures!
Break it as in use the "Break" function in the UV editor to separate your selection from the rest of the mesh, creating the UV seam(s). I am not certain what 2017 has as I am not on that version. :neutral:
Hey, looks cool but could be fleshed more imo. Could increase readability by having wall elements different color than floor + some trims. Maybe break up large areas a bit, e.g. with some individual bricks. Also I would pay attention to contrast, so individual elements don't visually break apart. Would keep an eye on…
Hi guys, I try to pack my UV more efficient, so I break the rim to two pieces, and the result is I got ugly seam on the model. is it better not breaking the rim or is my bake setting is off? Got this model all in the same smoothing group. Thanks,