I tested this idea before I went any further by duplicating my mesh into a circle in Maya. I was really pleased with this preliminary check and decided to continue.
Unwrapping the UVs was simple due to the objects extremely low complexity.
The completed UV map to the right.
![]() |
This is a screenshot from the turntable of my final pylon design with Albedo, Normal, Specular, Roughness and Metalness maps applied. My |
![]() |
Here is the pillar among friends, a circle of. This Circle of pylons would send players throughout time, to a random destination. |
No comments:
Post a Comment