Figured out a pretty painless workflow! First I made a simple 'swatch' in Photoshop. Just a grid of colours that I want to use. Here is an example high poly model: UV map models and faces to different materials on the swatch: Your high poly should look something like this and is ready to 'bake texture' in XNormal!
Thanks! My current plan is to release it no later than next week more info (and final images) coming up later this week :) I didn't do BSP blocking for this, but I used a simple modular kit (walls, floors and ceiling) to block out the space. For some reason BSPs never stay on the grid for me...
+1 FBX works great here. the pivot "issue" has been fixed btw with modo 801sp 3. If you first set your center and then set the pivot, you will see that they are in the same position. Make sure your snapping with vert to your grid for accuracy. In 801sp1 I had to move both the center & then pivot.
I just dropped by to let you know I made the STG 44 low poly. Here are some images: Model has 11 135 tris and you can view it here stg44 (View in 3D) (Just switch to clean shading to get rid off the grid texture) Now I start finishing the SVD.
You could always cover your model's face with a grid of tiny dots - modeling from those image planes makes things a snap. This is what helped me most when I was learning to make likenesses. The trick is using something that wipes off your model's skin easily, otherwise they won't be likely to volunteer...
It looks more metally than before, which is a good thing. Also, I like the idea of the teeth serving as protection against anything that's shoved into the knights face. But the upper teeth look like they would block the knights vision quite a lot. Maybe more teeth on the upper jaw, but thinner, like some kind of grid?
Hi guys, Recently I started my new project on UE4 and learned from the previous UDK project that 'simple' uv2 unwrap is not going to give any good (even though will finish unwrapped it faster but the amount of headache looking at nasty light baking...it's just not worth it...), so I google for a way to do a uv grid snap…
I am using Maya and have ran into a problem that is really starting to bug me. Can you extend the texture beyond 0 to 1 without it tiling (filling a full range of 5 to -5)? It only tiles outside of 0 to 1 for me right now. I have gone to image>image range [/]>fit to grid. Still nothing... Any help much appreciated, thanks.
Hey everybody. There it goes another minor but frustrating problem I am getting: I am drawing a spline with snap to face on and while setting the verts everything is fine, but when I go back and try to move some of them ( to reposition them more exact) the snap to face is not working at all. I tried activating snap to…
I've been trying to hone my modular skills a bit, so wanted to make a completely modular environment of a Philadelphia neighborhood. I've made the basic parts for a modular building so far. Keeping it super modular so I can reuse pieces and dress them up with ledges, shutters, etc, as opposed to baking those things into…