A bit off topic from the thread, but, I'm going through max plugins.de and can't find a plugin that 'straightens verts' like some UV tools do on the UV layouts (I want it in 3D space with the model). Does one exist?
Shad0wForce: Sorry about the headlight I did built them but forgot to import them into my lighting scene, oops there goes to hours of rendering time. Here's are the headlights I forgot to render on the layout sheet and show some more of the wires.
Great job Paul! I agree with Brad with what we talked about earlier about making the layout more uniform and structured. Also I think you should post your texture sheets and specs with your 3d work.
I wonder... Are there no pictures? It's hard to understand what exactly is happening there without pictures when you don't know the layout of New Orleans (how much is 20 feet for the city?). Casualty reports? Do we know anyone who was hit by this?
Vig - Yea I'm still learning and studying anatomy, so I'm sure there are some errors on my models. Thanks!, glad you like my layout. I will correct my thumbnails so they give a better representation of what they link to.
Hi! Nice project! I think currently the shading looks a bit off. Is the normal map sampled correctly and the direction of the y-channel correct? The surfaces have a somewhat plasticy look. You could take some premade or scanned materials as a base, to then either stylise them or use them as reference for values. Consider…
Unless you're absurdly good at what you do and you're only planning on working at super high end AAA studios, you're probably not going to get a job that's as narrow as texture painting or character sculpting without having additional responsibilities. That in mind, it's definitely a good idea to narrow your focus to one…
I kind of like them both. I like the variety of building designs from the fist one, but I prefer the layout of the second one better. Perhaps they could be combined together in some way? Like adding the archway entrance and the towers to the second version.
Hey guys im a maya user that is UVing something with a ton of shells and duplicated pieces with shells that i need to stack and then layout. i know maya has a stack UV feature but its pretty bad for a few reasons. do any of you have a experience with some software that handles this situation well?
Kinda. It's difficult to say without knowing the specifics. The unreal stuff seems to be post-authoring though, as in it's converted at import-time rather than being generated at authoring-time. But it's an interesting step towards optimizing texture usage - no more wasted pixels in UV layouts...