Also if you need to roll your own, it's pretty easy to make one with Shader FX. I did one recently to make a lava shader. I can dig up a screenshot of the layout if you're interested.
hmm yea, especially when u see this in the job description: "Level Layout Designer Midway Studios Austin - Austin, Texas PS3, XBOX 360 Next Generation First Person Shooter - 1st Person, SHOOTER"
the layout kicks ass! Awesome looking site. Without repeating previous comments, the only thing that bugs me is that when you switch sections, the whole thing reloads and you get half a second of black screen.
It would help to see your UV layout, but it looks like an issue of some UV pieces being scaled smaller then the others, or flipped/mirrored? Around the neck it looks like there is insufficient padding and the edge is bleeding with the background.
The tutorial is all well and good, but wtf is that page layout? 2 separate scrollable columns? Make it into a viewer-friendly page! Place the images in with the text at relevent points... don't make people mix'n'match scrollbars, it's just confusing.
Well, like I was advised, I completely rearranged UVs, remodeled the mag, slightly optimized topology and set the res to 1024. Here is LP + Normal + AO: And here is UV layout. I hope it looks better.
definitely, but we can keep using Headus UV layout that is good for me. 2.5 is not a problem for me if it has performance. Mudbox lacks on workflow tools that zbrush has and makes it way more useful on game dev.
Yeh slash I know, I'm still working on it and said that it wasn't the final uv layout I still gotta get the mouth down as well as fix the shape up. Thanks gir, I'll do that as well.
Good stuff, thank you very much for sharing that. Another question I have, is there a way to retrieve the original uv layout from a collapesd stack after importing the model? This may make the above questions mute.
Well Castrated you might be disappointed if you are looking for the same kind of layout or interaction. However you will soon notice that the modeling tools are much more powerful. It's just that the Max interface feels quite clunky in comparison.