General Category > AI War II - Lore, Vfx, Sfx, Code, & Meta

Any artists here? What do you use for uv-painting?

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Draco18s:

--- Quote from: x4000 on September 14, 2016, 11:41:14 am ---Still a pain and a half, though, for sure.

--- End quote ---

Yup!
It has a 3D render view as well, but I haven't yet figured out how to select polygons in it (if at all).
Oh, and if this thread finds a better tool I'ma jump all over it.

x4000:
I guess probuilder will probably be the way I go: https://www.youtube.com/watch?v=U_5f8RlciWQ

Cinth:

--- Quote from: x4000 on September 14, 2016, 04:05:50 pm ---I guess probuilder will probably be the way I go: https://www.youtube.com/watch?v=U_5f8RlciWQ

--- End quote ---

Sticking with what you know?

Draco18s:
I fiddled with the free version of that plugin once.  Pretty slick stuff.

x4000:
Yeah, we used it extensively for Raptor.  Mainly we'd take existing models in and convert them to their format and edit them.  One of the most killer things they have is a pretty solid (though still experimental) boolen ops tool.  It doesn't lead to the perfectly ideal number of resulting vertices left behind, so it's not a substitute for something like a CSG if you're looking to do subtractive geometry en masse.  But when it comes to realtime messing with the existing meshes it's great.

Blue was really frustrated with a lot of the limitations that it has compared to Sketchup (not being able to draw arbitrary lines and boxes and whatnot and then extrude, in particular), and I agree that one is frustrating as heck.  Being able to extrude or pull faces is pretty nice, though, and from an efficiency standpoint in poly count I understand why they went with their ring-based subdivision approach.  I still dislike that, too, though. ;)

I'm a bit chatty at the moment because I'm waiting for Unity 5.4 to import 6 GB of stuff.  Not remotely all of that will be in the final game, not even close, but it's useful prototyping stuff.

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