Straight to my problem. My problem is below as you can see my 3 uv shells have same texel density but I cannot layout three of them in one uv space because of the third uv shell. I am able to pack two uv shells but the third is a big problem
Really cool subject for a student scene, a bunker like this gives you a lot of room to flex both art direction and tech. I’d really lean into the desk + computers as the clear hero – treat it like a film shot: highest texel density and detail there, and let the cabinet/radio wall sit a bit quieter in saturation and…
nullfed, great I already had that script installed. Didn't know you could use it for that. Select two uv's on the smaller shell and turn on align shell, scale shell, and sew coincident uv's. Set the distance as high as needed.
Is element like... you have a mesh that is made up of two disconnected shells, then element select click on one would select that complete shell but not the other? In Maya you generally make this by using "grow selection" until the whole shell is selected.
The shells that are distorting are inverted and its attempting to flip them over as it relaxes. In the UV editor if you go poly mode > Main Menu > Select > Select Inverted it will highlight the shells that need to be flipped. You can then use the Mirror tool to flip those shells.
With tiling textures, you still keep your shell within the 0 to 1 space because the texture tiles. There's no need to go outside, it'll just be the same texture. Tiling just means repeating in a direction. Tiling textures repeat in U and V directions. Trim textures usually repeat in one direction, either U or V or Harry…
With all respect, this is very different. You don't sell a tool and the source files, but rather you sell a single render of some format such as single image , video, gif etc. And poeple pays extraordinary price for them to own a copy.For example selling a render for a few hundred dollars seems to be totally normal in this…
I paint all kinds of paintings in my free time. I do it because I enjoy it. Occasionally I sell one. I like to sell them, and indeed hope to sell them. If I were making enough, I would support myself purely on selling paintings that I made for myself. Where does that world view fit in with yours vito?
Basically set your uv shells to separate smoothing groups (max) / set the edges of your uv shells to 'hard' on the mesh (Maya).. There's a wealth of information on the wiki and in the technical subforum :) You could also try breaking some of the hard angles into different uv shells.
I was thinking that I only have a few pieces that will require soft binding. The rest is hard shell that can be parented to bones. So no matter how heavy they are, it should be no trouble at all for Unreal to deal with that. Then again, first time I experiment such a character in Unreal. We learn from our mistakes. I…