hehe some people are being very harsh in this thread, myself included! however Shimmer, I think malcolm is right, I don't know why you'd want to use box mapping, doesn't it make more sense to just make UV cuts on a solid mesh and map edge border/relax? That's the fastest way I found when I was using Maya. It works really…
Did you try Normals -> Soften Edge? If the problem persists after that, try coming in close and switching to vertex face mode and make sure that there is no internal geometry on that border area. Make sure that you haven't generated any T-shapes when you were extruding. This can lead to shading similar to what you're…
hey it looks very good! something I've seen from a quick glance it's that you have a some soft shapes that you can push a bit like the artist did in the concept: for example in the right shoulder pad you have a round border that it's actually a very sharp edge in the corner hopefully my shitty sketch can explain it better…
That works quite well, I made a tool that did it similarly a while ago. It basically goes like this... Boolean, select borders, convert to renderable spline.... Youll probably want to normalise the splines if you have high res geometry or they get quite messy. My script copied the uvs generated for the splines into vertex…
The space you need is really a thing.. I would assume you need around 2x2, better 3x3 meters of free space so you can move around and spread your arms even at the borders of your tracking space. There aren't many who have this at hand I would guess. But it probably depends on how much you want to be able to move and jump…
I agree with Jose your assets could use some material definition, variation in the grass etc. Also your composition is a little awkward the near side grass is touching the the border of the image and the entire scene is off center, and seemingly with a little bit of a dutch angle. I would play and think about the…
Make a texture with an edge for uv tiles borders and check in "Repeat" and "Normalized". The later allows to select packed islands in first uv tile and then hit GX1 to shift them into 1002 or GY2 to shift two tiles up etc. ps. oh, it's about 2.8 . Sorry. No need for normalized , it seems always that way there. "Repeat" is…
Placeholding texture. I test-baked Normal, AO, and Vertex... Works fine, EXCEPT the seams... It's been a long while since I last got visible seams. (I did use triangulated baking cage...) This could be that I subdiv'ed the LP into highres in ZB... and UV border got smoothed too... Anyhow, gonna sculpt in more face details…
It is fine, even for eye candy mate :D Also yes. Looks like some people are having problems with seams. Interesting. I picked up a habit of at least giving 2-3 pixels border space for map baking 1 year or so ago. Maybe that worked for me ? But I'll keep this in mind if I can gather any more data I'll share it mate.
As far as I know, the default behaviour in 3dsMax is that UV borders are always "pinned" and don't get smoothed by turbosmooth. Only by using opensubd or turbosmooth pro do they actually get influenced at all. If you want to texture highpoly meshes, you should consider using the double turbosmooth method or opensubd.…