About this image
As mentioned in the previous images, there are a number of small items about
vanilla architecture that have been niggling at the back of my mind for years now.
In keeping with that line of thought, wanted to share just one or two more pics of
what those types of things are.
Here we have the Farm House 02 model which has 3 shuttered windows. Two of
them (left side and front) had shutters open with windows visible. The right side
was shutter closed.
I've opened up the shutter on the other side. No simple task as I first thought it
would be for several reasons.
1. The shutter was only a front face with no back
2. There were no wood props for it
3. No window mesh inside the hole
4. No wood framing to hide the bad uv maps inside the hole
In any case, all that is sorted out and the house has all three windows visible.
8 comments
1. On each farmhouse model consolidated the thatch edging into a single nitristrips block. much easier to deal with editing now
2. swapped window textures (ext and int) so that all farm houses use the farm glass instead of chorrol glass
3. fixed uv mapping on the exterior building corners so textures line up properly
4. on the farm 03 model exterior fixed the thatch roof clipping down into the entryway just outside the door
5. farm 02 interior made some mesh edits which help facilitate retextures by separating certain pieces that were joined in vanilla model
I think I've worked out how to jump that hurdle as well. It's a multi step process but seems to work. Once I'm done fixing models, will move on to that portion.
Looks like you've really dived deep into this lake. :D
Not sure my versions are any better than yours mac. You are much better at texturing and uv mapping. I'm only going far enough to fix things that hamper my specific purpose.
Right now I'm trying to wrap my head around "animated" textures. I'm after a bright point of light that travels in a pulsating manner along a short vector from point A to point B on the surface of texture (not in 3D space). And I have no idea what I'm doing. Do you reckon I should look at particles? Or maybe you've come across a tutorial that explains how to make this kind of effect? Or perhaps a model that uses a similar thing?