HI Yozora nice to know we have another XSI user here on Polycount your right there are very few of us, which is one of the reasons you should think really carefully before switching to it. The other thing to consider is now XSI has been bought out by Autodesk one of the 3 will surely have to go and i would bet its XSI.…
I cant figure this out. I went back and in fact made the front doors of the cabinet into separate smoothing groups for each plane and then separated the UV's as I thought for some reason that was causing the problem. (Well that was a waste of an hour). It ended up with the same results you see. I used Xnormals shader as an…
the way I do things is a interface that lets me define a url and then use just 2 buttons to instantly export or instantly import OBJ files without any nagging dialogues. I work alot with external tools such as UVLayout and others that usually just modify the model so they do not create something new. I often then have to…
silo has a awesome learning curve,- in fact I modify many shortcuts in 3dsmax towards the ones from silo - because they just make sense and are well thought. Modo is some great parts,- like the tool pipeline (similar to the macro recording in max), the uv editor wich is one of the best from the bigger packages (except…
its not one-click. At least in mudbox, max and uvLayout its at least 2 clicks if not more. Its kind of a wrong advertisement claiming its just a one click solution which it simply is not. what really would be awesome would be some independent tool that automates that stupid clicks that it needs to merge, import or update a…
You can remove edges with CTRL-BackSpace and the uvs should be fine. Welding can be a problem but if the verts are pretty close then it should be fine. if they cause distorion you can just edit it in the unwrap uvw modifier. a 1 vert tweak isnt too much of a headache :) Try working with 'preserve UV's' on its just under…
Horray. Fixed with the combined methods from all you fine, fine people!:) I left my Uvlayout with all overlapping and backward facing Uvs 1 over from the 0-1. I never threw them back into the 0-1. Which brings another question to my head. How often do game engines need overlapping and backward facing uvs to be moved off…
Decided to post some of the progress from the scene I'm working on. The goal here is to make my own environment of my own design, including all separate assets. I wanted to practice creating a coherent space where everything fits together. So far, designing all of this has been fun. I only borrowed 3 or so materials for…
Thank you jaydon, I really like you darksider model. Yenkee: Thanks for the advice, I made new uv for this model but it is not as neat as those incredible layout I can see here. That's a point where I am clueless, do you move your uv by hand trying to fullfill every space, or is there a magic button? It seems so hard to do…
even with professional tools such as headus UVlayout you often still need to cut off some parts relax them separately and stitch the later together and relax it finally. This is especially true with complex shapes with many concave areas, as the pulling mechanics simply don't catch through the whole topology even more so…