I use headus a lot myself as well. The way I always did things was: - export several objects that need to share the same texture later as 1 OBJ file (sometimes up to 30 objects) - load it into Headus, get some coffee and spend to time on unwrapping all of them - in Uvlayout I group objects roughly together but I dont do…
1. Sorry, can't give away scripts I made at work. Not my property. But, you can look at http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0 for an example of how to blend vertex lighting on adjacent objects. For the last game I worked on, I wrote a shader that covered up the seams at the cost of some blurring.…
Hey, looks good with the color variation and highlights. The thing with tiled textures is details have to be spread evenly and randomly in order to avoid obvious seams. You solved the problem with the cracks by removing them, which is effective, but you could have also spread cracks across the whole texture and made it…
Obj is a much less complicated format than fbx, because it contains less information about a scene. I guess the simplicity is the reason, why many developers like it. It is also a very old (but relieable) format, and available for even exotic softwares. Fbx is constantly expanded and maintained by its owner autodesk.…
Hey there mate, from what I can see here you might have wanted to spend some more time on the character in the concepting stages or in early modeling to make sure that anatomy and the female form was good. Right now the character doesn't feel very feminine. Even though I'm a junior myself I do dabble in character art in my…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
Oh man thank you so much for these words hahaha, you don't know how much this means to me! Please let me know how your Biscuit Dear Santa turned out! <3
You're probably f*cked i'm sad to say, painter files are binary so there's no sneaky hand editing tricks. best thing you can do is start doing iterative saves in the hope you lose less work