Pretty cool, Virtuosic. I still think it looks a bit "soft" though, you could have really exaggerated the shapes in the faces. I guess it makes it look nicely old and worn though, so it's a moot point.
Any reason why you didn't straighten the UVs for that?
Revisiting an older project, spent all night cleaning up and reworking the mesh ( my first high poly projection project.. it was pretty bad) now for a few hours of sleep then i'll hammer out the low poly. ..sleep...
Because i hate seams, and i dont have a tool like bodypaint or something that allows 3d texture painting, i like to keep my unwraps as "seamless" as possible. I also hate texture stretching, so i sacrifice nice neat UV lines to attain less stretchy textures. The only downside is this wastes texture space sometimes, and i have to get better at this.
Really, I think the difference between straightening the bottom and side edges there would have been 0% noticeable, and it would have actually made hiding seams easier, since the sides would be aligned. It'd also make it easier to paint the straight lines if necessary.
I guess it doesn't really matter either way, but in most cases I find that straightening stuff has more benefits (especially if your budget is tight) than any perceived distortion gains you might get from just going with a "perfect relax", especially for assets like this.
Obviously for characters it's a different story, but when your mesh has perfectly straight, 90-degree angle edges I always find it weird when the unwrap doesn't.
Virtuosic: but what Mop was saying, is that it would be easier to make things tile if the UVs are just straight. Shouldn't get much distortion overall by just straighting up those slight angles.
EDIT: errr... so Mop and I posted within a few seconds of each other... heh
This is a progress render t2 skull I'm working on in maya the chrome texture is just a test run and I'm planning on redoing it to make it a little dirtier but first I have to finish modeling the jaw
It's a bit inaccurate in some areas, particularly the grip.
I'm not sure if you're aware but http://www.pixagogo.com/DeicideNBF is a large ref gallery for weapons. There are big M4 and 416 albums in there as well so you might be able to compare what you've got to those photos and improve a few things.
This link just seriously made my day. :thumbup: x 10101001
Replies
been messing again with crazy Butchers max version of the BRDF shader
need to really redo most of this model, but its fun revamping older work
And here's another preview of the environment, with the stairs implemented and some lighting changes.
Any reason why you didn't straighten the UVs for that?
I guess it doesn't really matter either way, but in most cases I find that straightening stuff has more benefits (especially if your budget is tight) than any perceived distortion gains you might get from just going with a "perfect relax", especially for assets like this.
Obviously for characters it's a different story, but when your mesh has perfectly straight, 90-degree angle edges I always find it weird when the unwrap doesn't.
EDIT: errr... so Mop and I posted within a few seconds of each other... heh
This link just seriously made my day. :thumbup: x 10101001