安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The lighting is done in the game, the first thing I usually do is to generate the model and then make the textures. For me, I tend to keep everything without materials so I can easily tell when a normal is flipped (tends to happen quite frequently in Sketchup models, there is a black gash that I need to flip again and try to unify, only to find that it doesnt work properly)
UV mapping is easy with the software I use, but I seriously don't know how to do it in sketchup. We can chat about it as well :D
I'd like to make one too come to think of it, but I don't even know if I can successfully make an asset yet and it'll be some time even if - fire trucks are easy only because they're so square and I have manufacturer drawings - Pierce is great for this. I've no idea how to use Blender and haven't UV mapped in ages (tbh, haven't even begun to think of lighting, etc) but...Sketchup is so addicting. Do you know if people generally use a 1 tile:8m or 1:8.33 for scale?