Oh good, I didn't recognise any change to the decal system. Would you mind to share a bit more details? I'm sure other guys over here http://polycount.com/discussion/comment/2555698#Comment_2555698 will be very interested in that as well.
Here's a new DK sword I made. Still stuck on this dude. I'll get something in someday. http://steamcommunity.com/sharedfiles/filedetails/?id=259040489 Here's the sculpt:
@Biomag, man thanks so much for the info, that pretty much sums up a lot of things for me. In regards to what I am trying to accomplish. I am making a game and the environment theme is a catacombs (not a dungeon, think Paris Catacombs). I want it to be highly modular so all the parts snap together like lego in the game…
Depending on what style of hand painting you want to go in... if you're going for the comical black harsh outlining style of texturing then ignore me... but if you're not then maybe blend those harsh black edges into the coloured diffuse... also if you're using solid 0,0,0 black for those outlines... don't... always use a…
Been doing some sketchy virtual plein air studies recently, been very helpful to work out foliage more which I want to improve on and super refreshing painting stuff with lots of sunlight! 362-1 Seongsan-ri, Seongju-eup, Seongju, Gyeongsangbuk-do, South Korea mapcrunch.com/p/35.912366_128.303177_351.31_4.03_0 No. 4,…
aww crap the topogun 2 demo is limited to 256x256 maps so its a little hard to test on my object as its got quite complicated uvs :( . it seems to perform well on simple objects though!
Do you have an example of the style you're going for? I question the lowpoly nature of the model when you've modeled in quite a few fine details that could probably be texture details. At a glance, it looks like you could get rid of approx 250 tris without affecting the silhouette at all, but without an idea of your end…
Update log 1.1 Thank you everyone for the feedback. Really appreciate it. So, resized the meshes made them a bit bigger so more people could actually go through it. Didn't really like the tiles I had before for the wall. (Cushions I called them) So updated those as well. Have changed the ground texture for the moment.…
What you can also do to get UV Islands, is assign the pieces the RGB colors of 255,0,0 another area 0,255,0 and the third as 0,0,255. That way you'll get an RGB map with exact mask in each of the RGB channels.