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#21 shimonko

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Posted 25 July 2014 - 11:57 AM

I tiled the texture less and it did get pretty blurry, so I broke the wall up into 4 lengths on each side of the steps and tiled the texture twice on each section, which stopped the pattern being repeated across the whole wall. I tend to think patterns become much more noticeable when the occurrence happens three or more times. What you think?

 

oLbKR2B.png
 


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#22 Kablammo11

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Posted 25 July 2014 - 12:03 PM

I think I preferred the way it was before, warts and all - But for those cracks it felt crisper and more tangible. 

Earlier, that was just my ego trying to prove how observant I am. Sorry I pointed it out and I suppose I only noticed it because I do some modelling and UV-Mapping myself, and by now I made so many textures and mesh mappings - not nearly as expertly as this one, btw - that alarm bells automatically go off whenver something like that pops up. It's really the sort of thing you need a trained eye to spot and most members here blissfully are not as contaminated by basically useless microscopic minutiae as I am. 


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#23 shimonko

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Posted 25 July 2014 - 12:15 PM

No please, I appreciate any comments.

 

What would be nice PP (as in Perfect Parallel and Pretty Please), is a version of your overlay shader but with normal map capability and local UVs rather than world. I originally did the path using PP's overlay shader and it really looked nice and sharp without the repeat.



#24 shimonko

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Posted 25 July 2014 - 12:26 PM

The 'warts' :D , as Bob Ross used to say, were a happy accident and I'm not sure I can easily get them back without having separate normal maps for each side. I sort of liked them as well.


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#25 Kablammo11

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Posted 25 July 2014 - 12:26 PM

Oh dear, and now that triple reddish patch on the composite tiles just jumped at me in your latest image. Yep, I think it's the third repetition that triggers my insufferable quibbling. Never mind, it's just me... I'm shimonkompletely hopeless! I apologize! Somebody make me STFU!


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#26 shimonko

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Posted 25 July 2014 - 12:31 PM

Don't worry, I quibbling with you. The blurriness was killing me so I upped the tiling. Boy will I be pissed if I eventually run this course and get 100 fps.



#27 AndyJumbo

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Posted 25 July 2014 - 02:24 PM

Shimonko, Man, now i want to play in that your course, definitely yeah !

Great jobs guys.



#28 axe360

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Posted 26 July 2014 - 03:13 AM

The 'warts' :D , as Bob Ross used to say, were a happy accident and I'm not sure I can easily get them back without having separate normal maps for each side. I sort of liked them as well.

 

I never painted but my Father did, God Bless Him but there was something about watching that guy paint that I really liked, not to mention he was very talented...


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Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

The Grinder Anytown U.S.A.

 

 

                   


#29 shimonko

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Posted 26 July 2014 - 06:49 AM

He was great - I was sad when he died.

 

 



#30 Davefevs

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Posted 26 July 2014 - 07:55 AM

I'm not into art, but remember flicking thru the channels one boring evening and stopped and watched him paint for a couple of hours. Absolutely incredible what he used to create, often with a palette knife rather than a brush.

#31 shimonko

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Posted 27 July 2014 - 09:47 AM

Thought I'd try spice up the fairway with cart tracks - you think it has potential?  (Ctrl-Minus or Ctrl-Mousewheel if image is too big.)

WWZty5E.png


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#32 shimonko

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Posted 27 July 2014 - 10:01 AM

I like it a bit less strong:

 

GqAFPVa.png



#33 Kablammo11

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Posted 27 July 2014 - 10:49 AM

I hate these! The real ones, that is, not yours. Yours are very nice. How did you go about producing them?


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#34 shimonko

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Posted 27 July 2014 - 03:33 PM

I hate 'em too - I don't even like push-carts!

 

Remember the divot I posted way back:

 

VFulvmb.png

 

Same technique - i.e. using decals. Lot of power available with decals, especially for grunging up walls and paths to avoid repeating repeating patterns in textures. I sense they will be reasonably heavy though, so again they're one thing I won't get carried away with yet.



#35 shimonko

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Posted 27 July 2014 - 04:41 PM

And now for something completely different: A banana ball I just needed to create:

 

6kwaPJF.png


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#36 Davefevs

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Posted 27 July 2014 - 06:36 PM

Which way does the banana ball curve, fade or draw?

#37 shimonko

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Posted 28 July 2014 - 02:33 AM

Slice, of course.  :)


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#38 shimonko

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Posted 21 August 2014 - 12:33 PM

Thought it was time to start modeling the clubhouse and as the forums are getting cobwebs, might as well post some progress shots to show how I'm going about it. Flat out with work so I won't be able to do frequent updates, but I've got to start sometime.

 

This is what I'm facing:

 

6P7BXMN.png

 

Fricken architects. Next course I choose a modern one with a square clubhouse. No idea if I've got the ability to do this but I'll try.

 

So here's the fleshing out nearly completed - few more rooms and lots of roofs.

 

JMzTYzV.png

 

V8yao9e.png


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#39 Dazmaniac

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Posted 22 August 2014 - 04:14 PM

I'd hate to see the quote for the whitewash and the roof tiles, lol.

 

Nice job squire.


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#40 slewin

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Posted 24 September 2015 - 12:05 AM

Shimonko What decal add on are you using within unity to achieve these things I am very interested in the technique.






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