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Each of the enemy types has its own texture.
White = Attacker
Black = Flanker
Camo = Trapper
Red = Defender/Engineer
Figured out that I can use #substancepainter to bake ID maps for #UnrealEngine light functions! Now I can make grenades with dynamic lighting!!
Actually, this is probably a bit more accurate. I'm more proud of my 3D art than my 2D pony.
#mevsmyart
It took many hours of repetitive work to get the Cluster grenade modeled and unwrapped, but it's finally ready to START texturing.