I usually select the polygons I want to map. Do an automatic projection. Under 'Polygons' in the UV editor pick "Unitize". Select the edges that'll be sewn together and use "Move and Sew". Then do an "Unfold" with a Vertical or Horizontal constraint on those uvs. Pretty quick when you get the hang of it for uving strips.
The skills you're showing off here will certainly be transferable into the next-gen, man. It'll just remove a few more of your constraints! :) Really glad to see you resuming this project and seeing it through to completion. Good luck with it, it's looking great. I'm digging the terminal and mech design. Congrats on the…
hold shift+mmb and u're locked to whatever axis your mouse goes. otherwise you can click the cyan box and when it turned to yellow like pic 1, youre free from any axis constraint. uhm...at least q w workflow is better than modo's space w :P
Hopefully you dont mind, but I made a fix for you so that it will work in 2015. The function for polybevel had different attr names that was causing errors. Also I added two lines in it to turn off the smooth display after finalize and to smooth out the normals after finalize. Code below. // a function to be called when…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
YES, you will be able to share finished work if you believe it's worth sharing :) You won't be able to communicate specific things about the software though, but only for a limited period of time. We'll relax this constraint as soon as we reach an acceptable level of quality.
Now that is what a NEXT gen game is supposed to be looking like! At least from the perspective of showing what you can do with great artwork without as much geometry constraints. I like the composition as well (at least from this static shot!) Great work.
All i gotta say is the textures look great, even though I agree with Adam. But then again... if it looks good, it looks good right :P Maybe next scene delivered the same quality with more realistic constraints :) Saved in inspiration fo sho!
Sculpted most of my high poly. Because of some time constraints I didn't get all of her accessories in there, but I'm hoping if I have time after retopping her I can throw those bits in later. I also left most of her hair--I'm hoping to tackle that with planar geometry.
Final presentation finally up on my website for Artstation’s “The Journey” challenge - http://www.allyalbon.com/the-journey This was such a fun project, and it was actually really useful to work to constraints, had to make executive choices and speed things up/not tweak to absolute perfection. I am really happy with the…