I meant where you have a difficult binormal situation, like the poles of a sphere. Another problem spot, where you have a seam that in geometry space shares the same line of vertices, but in UV space the two edges are perpendicular to one another. Looks like your solution is coming along well. Lighting is an improvement,…
With cylindrical mapping, it'll choose one edge of the projection cylinder as the vertical seam. You should be able to rotate the projection to align that edge with the seams you want it to have. However, you'll probably have better results with pelt mapping as you can then select the exact seams you want. And then hammer…
Oh, so the model you posted all those images of isn't yours? Looks the model did did make isn't too far off. Just tweak the vertices in the outer arc of the blade so it's a bit sharper looking and you should be pretty close. Stick on of you references in the background as an image plane if you want to be absolutely…
Turn on the Poly Count HUD and select the object to see if it still holds any vertices. If the second column says 0 you're out of luck. You can also turn on shape nodes in the outliner to check if there's anything below the transform node. Have you been switching between different versions of Maya? I've had this happen…
Thanks for the replies! I actually found a number of fantastic guides and link last night via this forum and had a good read. It helped put a few things into perspective, but I've yet to find anyone whose actually attempted a 3D tileset tilable both horizontally and vertically. 3D meshes. I'm using a voxel-like data…
I'm referring to those artifacts (also you can see some sort of vertical parallel lines, but they are not present in the normal): I've modeled the low poly in Blender, exported into ZBrush to add details, and then exported back directly into Blender (as it's under 1M polys) to bake the normal maps. Then I've exported the…
Looking at max channel infos, on a 8066 vertices sphere mesh. mesh : 419kb vsel : 32kb (don't know what this is) alpha : 193kb illum : 193kb vc : 774kb map: 294kb so alpha+illum+vc = 1.13Mb total : 1.86Mb More than half of the model weight is dedicated to the vertex color and alpha, so maybe that's what they mean by heavy.
Wow awesome info Brendan thanks! As for the generic look, I'm still learning so I took blueprints and matched them as much as I could. For the normal maps, it's also something I was learning so I figured I'd try it out. The only thing I was using the normals for was for the bumps on the vertical wings in the back.…
awesome man I was hoping you'd finish this character some day. Progress is looking great so far... couple crits... The ass looks a bit too long vertically, maybe try pushing the bottom of the cheeks up a little to give them a nice round look. I also agree that the breasts look rigid and hard. keep on rollin, bilbo
Thanks Alemja! I agree - I can work on the texture more, but I'm starting to think the roof just needs more geo too, like vertical columns of tiles. Alberto - Thank you, I will work on the contrast in my spec maps - I feel a have a ton more to learn about those! Update on the Dragon statue, critique and comments welcome :]