I have my first model done in MODO and now I'm going for subdivision process, its unfamiliar to do that on MODO to me, so I decided exporting to Maya, I tried both OBJ/FBX formats with no sucess, on the FBX case I got this message I've exported it into ZBrush and UVLayout without problems. This very model has some 2 Edges…
If you import an OBJ with new UVs then they will automatically update as long as the vertex order is the same between meshes. This makes copying and pasting UVs with UV Master a useless step, and one that could cause even more issues if the vertex order has changed. In this particular case, all your UVs have disconnected…
I think the real improvements to UV mapping will come during the 2.x cycle. The big hurdle was getting something in. I still don't use Silo for UV work yet as I'm quite happy with UVLayout for the most part. With the sculpt tools and the UV tools all going into this release they bit off a lot for just 2 people. It'll be…
Sorry for adding no updates, I didnt have much time to work on it lately. I started UVing in Max and I have been facing a lot of crashes and I only managed to UV one part by cutting it in half. I even tried Unfold3D and it crashed too much and was not able to run UVlayout either. I will continue to UV all of the models and…
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…
Thanks for everyone's continued interest! I was going for a very golden/copper feel on that one. If you look at something like a trumpet, not much blue on there especially indoors. But since people have mentioned this more than once, I'll take some shots with a blue bounce light for the final presentation, thanks for the…
I love using UVlayout over 3ds max uv tools. Advantages: 1. It allows you to group parts together in boxes when packing 2. Watching the uv islands relax with shift f and shift b is very relaxing and rewarding. 3. The cut tools, edge loops and being able to rotate around in 3d space. 4. Moving parts off to the side or…
i didnt expect so many replies on this small piece hehe. thanks again for everyone giving all the good vibration to this thread. the big fella is in progress. i went back to modeling stage and optimize the model. the concept is much sharper now and i like it way better. just tweaking the texture to fit the new uvlayout now…
It all really depends, you have to find what works for you, but to give you an idea of the workflow I found works well: 1) Reference gathering <--- very important! 2) Basemesh in 3DS Max (General, not worried about animation/UV topology) 3) Import into Zbrush and create high poly 4) import high poly into 3ds max and retopo…
Parallel with my Deagle project, i wanted to complete this too for my portfolio, so i remodeled some things and add details. Little by little I'm starting to build up my workflow... Specs: 4*4k maps (Albedo, Metalness, Roughness, Normal) for the gun and 4*2k maps for flashlight. Gun - 6080 tris Flashlight - 1720 tris…