I got a bit burnt out drawing some greeble displacement maps. Yesterday was one of those rare days when I had to force myself to stop and take breaks. It's great not to suffer a rapid loss of enthusiasm because I begin to recognise growing flaws in a build.
Not that there aren't flaws here.
U.V. victory
I broke the outer hull into separate meshes and fixed the meshes that contained horrifying boolean artefacts. I could then apply a UV map to each part, which is much easier than trying to apply a single map to a complex form.
I finally figured out what I was doing wrong with Zen UV. It doesn't do its magic in a single generative step. Instead, I created a base UV, then used Zen UV to select and "extract" specified areas, resulting in good and usable maps. Finally!
I finally figured out what I was doing wrong with Zen UV. It doesn't do its magic in a single generative step. Instead, I created a base UV, then used Zen UV to select and "extract" specified areas, resulting in good and usable maps. Finally!
Greeble displacement map for the forward section |
Material Testing |
Lighting and render test -- Type A Free Trader shown to scale |
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