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P0-A3: Part 519: Art

by on Feb.10, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have developed some new ideas for modelling the interior of complex ship objects.

Previously, I would model the exterior and interior of each compartment as separate objects, but this often led to a visible seam between the hull sections. This was very difficult to remove.

However, I have figured out that it is possible to apply not just multiple textures, but multiple UV maps to each material ID of an object, so I could model complex shapes without splitting them into separate objects.

This would prevent seams from occurring, and make modelling a lot easier.


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