I would like a script that scales the texel density of my uv shells to a number I type in without distorting the uvs, much like normalize in textools does, but with a type in of say 8px per 1 generic max unit. I tried the type in in textools, but its scaling some of my shells differently from the rest resulting in uneven…
I imagine just doing a simple shell modifier and collapsing it is all you would need. You can select the fresh thickness geometry and UV it quick and easy as it could easily be unwrapped into perfect strips especially since the shell modifier gave your thickness perfect quads.
You can try breaking off the UV shells where those annoying seams occur in the Normals. I know it sounds weird but the normals work better around 90degree edges when the UV shells are broken and have a little bit of padding. Hope this helps some. -Stockwell
Implemented critiques from Michael Muwanguzi and David Hollin (sort of), and continued refining. Getting real close. I think. I can smell it like I smell raspberry glitter lotion. Anyone have any critiques for novice me? Please? View 3D model online
Could always give each person a shell that they can tack stuff on. Im just trying to figure out how to deal with all the packages. Maybe level streaming each shell/floor? Also would be sweet to have this on iphone. EDIT: holy shit this thread moved fast.
I have been working on the shell tool. Works pretty much as the other ones. It also allows you to modify an existing shell modifier and you can cancel any changes you make if you right click. Will release it once I have a couple more tools in
[ QUOTE ] Might look better if you incorporated the heart design into a tileable 'camouflage' texture. Just a thought... [/ QUOTE ] So It can hide behind the fresh scented screen of love? AND THEN OUT OF NOWHERE, SHELL AFTER SHELL OF FIREY TANK DEATH EMERGES FROM THE SHROUD, OBLITERATING EVERYTHING
Woohoo thread revival! Maybe i'm being my usual retarded self, but please do tell me where i can find the UV shell fill. I'm already loving the Element fill for quickly churning out masks, but a UV shell fill would kick ass :)
Same issues. Hard edges give the faceting, and overlapped UV shells are the extra pink/green. -basically it's baking those areas twice and adding the results together. To fix this, move the overlapping shells one unit away (outside of the 0,1 space); they will be in the same spot mathwise, but not included in bakes like…
Kind of a confusing question but you want a symetrical mesh to have uniquely unwrapped parts? Unwrap half of the mesh, symmetry modifier, arrange UV shells so they are unique. If only some need to be unique, only move those shells. If you want symmetrical UV's also, stop at "symmetry".