So today i'll be talking about Rolling UV Coordinates
reason why im talking masking again is because how rolling uv's are useful in different types of situations.
so what rolling uv's are basically moving texture coordinates from a to b, this really breaks up the dullness of a environment / character. take a look at Cortana from the famous halo series, the in game model has rolling uv's.
using material masking i masked out the metallic frame and applied a different material set into the emissive, i basically copied the tech hex pulse material from the library and plugged it into the emissive. To make the texture actually animated, in front of the texture coordinate i applied the panner node, this allows you to make the tiled texture to pan in both X & Y
reason why im talking masking again is because how rolling uv's are useful in different types of situations.
so what rolling uv's are basically moving texture coordinates from a to b, this really breaks up the dullness of a environment / character. take a look at Cortana from the famous halo series, the in game model has rolling uv's.
using material masking i masked out the metallic frame and applied a different material set into the emissive, i basically copied the tech hex pulse material from the library and plugged it into the emissive. To make the texture actually animated, in front of the texture coordinate i applied the panner node, this allows you to make the tiled texture to pan in both X & Y