@someonewithpc you can press R in the node editor, the header changes to let you know you are rotating, but the nodes do not rotate. SO not completely consistent.
OK new addon wins out over texture atlas for me. The big difference, texture atlas does not keep the seams marked while the objects are merged, Multi Object-UV does.
@Chebhou all you do is select as many objects as you want, and press the Multi Object UV Edit button. Then tab out of edit mode and everything is back to normal and separated again.
@someonewithpc All that substance designer does is give you a very very powerful set of nodes to produce textures. What I'd do is figure what shaders are going into your material (glossy, diffuse, SSS for example) and what textures are needed (Color, glossy-diffuse fac, SSS-fac, glossy roughness). Then figure out how to generate the desired textures in substance desinger
@iKlsR I'm starting to get worried that the promised compiling tutorial will never be finished D: Do you have time or need any help.... I will be happy to do anything I can
What I would have done if I were you is rendered the tractor driving through a corn field (really fast), maybe with a sunset behind. Nice wide lens, lots of debriew flying and the tractor front and center, speeding along, the corn plants conveniently blurred... This particular scene seems to be degrading the tractor a bit. Although it is nice in its own right
@NoviceInDisguise your steampunk tractor- Wow. Wow was the only word that came to mind for a few minutes. However, tilting the rocket flame up slightly would help, and adding some damage (scratches, or dirt) to the front ramming grid would make it (as far as I can tell) flawless.
try to make the flame look like it is coming straight out from the back. Also, some blue streaks of light or some bullets and shells ejecting form the Gatling guns would make it seriously cool. (I don't know why you would want to be shooting in your home base, but the rockets are on, so maybe it is an all-system test?)
I'm sure there are some pretty good entrees on the way, but don't forget, you did beat me at the second competition here, (And I still think my Anti-material Pulse Beam was awesome)
putting some scratches on my turret there would have made an enormous difference...
Andrew Price was right, the CG world is too perfect...
I put a blast mark on the wall but that was it....
for anti matter it might have been more believable if you had a gun/turret with a background that would let you show how the matter in the beam's path was being warped
@NoviceInDisguise After reading your BA thread, I noticed some details you could probably remove to cut polys that are out of view, instead of taking them from the wheel, which is very much a focus of the image. For example the dashboard and many of the components on the far side of the tractor could be removed, without any visible change.
(I don't know if you have already done this since I can't tell)
I actually can get the wheel sub dived sufficiently, but good idea for if I add too many more details. I'm going to sculpt some damage, so pretty high poly counts most likely
BTW, if you are running down to the wire, I'd render it at half samples, since you can change the seed and render it again at half samples and combine it, to result with mathematically equivalent noise
@NoviceInDisguise Quite a few things weren't set up correctly, the tractor is a grey clay color, and many textures are missing, so I'm not sure this is accurate, but I think it is 50% done (at 64 samples)
I also don't know if the messed up materials made a difference
@NoviceInDisguise Okay
I think it will be nessary todo a 512, which should take only four hours, and if you do it two, with a 256 and a difference seed it could take less time