General Category > AI War II - Lore, Vfx, Sfx, Code, & Meta
Any artists here? What do you use for uv-painting?
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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