Crate has also been UVed using instanced duplicates. However, Blender's pack function doesn't appear to cluster the UVs of any given object together. The front column is highlighted and notice the placement of the UVs for that object in the image editor. I wonder if there's a way to cluster UVs by object, or by material IDs, or maybe some other way that's less...random?
Saturday, January 9, 2021
Crate assembled using the handful of pieces shown in the previous post. Considering it's a simple crate, the silhouette is fairly unique, which I like. Each side of the crate is also unique in some way, with the top being the most unique. There are large nails and railroad spikes meshes used to seal the top portion of the crate. Maybe the nails could be shot off the crate, causing the lid to open and its contents (whatever they may be) exposed?
Friday, January 8, 2021
The top left is the original crate cube and to the right is a quick, but incomplete paint over, to help me visualize the construction & basic layout of the crate. Below that are various references containing certain elements I wish to incorporate into the new crate design--be it the overall construction of the crate, the wood material itself, decals, etc.
Thursday, January 7, 2021
Couldn't quite get what I wanted from uscript, or rather, it could be done; except there are already scripts in place that handle ray casting so handling decal normal-based orientation via uscript would cause duplicate ray casting, which, is not ideal.
After some digging into the ShotCollisionResponse script I was able to cobble something together to solve the problem. See the areas highlighted in green
Wednesday, January 6, 2021
Sunday, January 3, 2021
Working with Materialize. The original decals were sprites and I wanted to create ones that could take advantage of normals, spec, etc. Materialize seems like it will work. From left to right these are the 3 decals that were created for the tiling wood texture. These initial tests were to gauge how large I wanted to the details to be, and given the hand-painted, exaggerated nature of all the textures in the scene, I think decal 3 is probably the best. The decal itself needs some proper work, but I'd say it's a good, rough approximation.
Another side now: I also made a quick pass at adding normals to the wooden texture on the saloon (also used on the jail) just to see what that would look like. This was more or less me playing with Materialize to get a better handle on it. Not very impressed with the results, but then again, I didn't spend much time, so that's to be expected a suppose. The normals themselves are clean enough though...considering.