my idea is, that you make a simple unwrap, something like smart uv project.
you could use a simple bone-texture, something like this.
if seams get a problem, you could assign a material, add some generated textures (for example cloud) over this to get a bone-like structure. after that you can bake the material.
but i think you should add something to the section tips and tricks:
when you have a plant using a png image with alpha channel, using the option "receive transparent" under shadows of the plane catching the shadows makes that the shadows of those plants look right.
i listed my ideas what you can do with glitch-assets:
-backgrounds
-tilesets
-creatures (if your svg-files work, because i had a problem with this submission)
-variants of glitch-assets (for example editing svg-files, recoloring
-"converting" into pixelart
icons (for example collectable things, like this)
using as concepts for modelling something
my idea is, that you make a simple unwrap, something like smart uv project.
you could use a simple bone-texture, something like this.
if seams get a problem, you could assign a material, add some generated textures (for example cloud) over this to get a bone-like structure. after that you can bake the material.
An other way is projection-painting
more about this
http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting/Projection
i have a problem editing the SVGs, i can't ungroup them.
i don't know why, but with these glitch-SVGs it works.
edit: and i can't copy it into other svg-files
Has anyone of you the same problem?
a have a second issue with these SVGs, where it works: when i ungroup them, i see these parts in a wrong order.
but when i export these to a png, the png looks right (like it looks when not ungrouped)
i want to make isometric destroyed walls
these bunkers fit with my metal-texture-creation-sets as metallic details
i have 2 simple examples for this (they are not very good examples, they only show it)
i don't see a link from the main site to this wiki.
and it has only a credits-page
i think this should be more organized.
time to make "seamless" tilesets out of it.
the tutorial from clint (http://flarerpg.org/tutorials/isometric_tiles/) is good.
but i think you should add something to the section tips and tricks:
when you have a plant using a png image with alpha channel, using the option "receive transparent" under shadows of the plane catching the shadows makes that the shadows of those plants look right.
sweet and slimy, yeah
looks like a green octopus :)
i made this from cc0 3d-art from oga, i uploaded the blend-file and textures too.
next i want to make some isometric trees.
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