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






If you're just interested in doing some reskins, it would be good to look up what you can about UV mapping, which is how textures are mapped on to a 3d object in almost all games and a lot of CG.
Blender would still be a useful tool for doing this, since you could use it to check what faces on a 3d model line up with the space on the texture file, or your could rearrange those texture areas in 2d space to your liking to optimize them so to speak. Either way, good luck.
if you want, we can work on this together?
Recommendation for a residental building is around 1000 tris. Even the largest 4x4 would have 63 tris per square. BTW Almost no one in the workshop uses only 1000 tris on a 4x4...
So I recommend you all just unsub some of the popular 14 000 tri cars here and you can spam your city with this beauty.
The extra geometry was to avoid having illuminated and specular areas sharing texture space on a single face with non-illuminated and non-specular areas - C:S creates very noticeable aliasing as you zoom out from an object on those crossovers – and no amount of pixel precision or normal mapping seems to help it – it looks like arse. If you can point me to an asset that does this well, let me know and I'll take a look at it to see if I can do better. And I will not apologize for my silly squares, ever. : )
Thanks!