Even though this isn't exactly what you are after, here are two things you can do for it to not drive you insane : You could also use 4.27 instead of whatever is current. 5.x has numerous issues (from UX to performance) that makes the editor unnecessary unpleasant to use compared to the previous version.
Good job, thank you for the post. it definitely gives me the vibes. i think small stones has way too many polygons for the space they cover. Also for the unique staircase parts you could use the trim sheet and maybe kept the bevels other than whole knew textureset. these are small changes but might add up. the candles and…
Usually this happens because the viewport can't "see" the edge or verts, usually from being embedded too far in the highpoly. I'm not sure if hiding the highpoly layer works, I never think to try it. In this case, I'd just pop out of the tool, bridge the two border edges and go back into QD.
After the two shut downs today, I thought maybe I had too much plugged into the one power bar/wall outlet. So now It has it's own surge protector going to a different outlet... if that has anything to do with it I have no idea but I did it any ways :P
Hey it's looking cool. I think your roof tiles are a tad large and could be tiled more. Maybe add some variation in your wood texture too it's looking a bit plain, perhaps two different types? Finally, all your windows have the same image, change it up a little :
Some of your curves are wobbly and fight each other. For example, the triangular grill above the ear piece doesn't fit with the inset around it. Overall, I don't like the narrowness of the visor. On the second view from the left, the helmet looks like it's too high, like she's wearing two helmets at once.
Hey man, looks great for a first model! One or two things... the teeth look way too low on his skull, and there should be a little more detail on his torn off ears :) Also, some blood on his shirt would help sell the character. Keep it going, looking forward to updates!
This tri planar uses an heavy fxmap computation, I would not advice to use it for anything else than "baking" bitmaps. For Painter, a tri planar projection is planned (that'll be a lot faster than this ;) ). Concerning your two requests, they have already been asked several times and will be addressed sooner or (not too)…
im just guessing - but it seems like your texture density is extremely uneven, it looks like the two sign textures ate up ~90% of the texturespace. or maybe your stripes texture is just way too blurry... fix the things already mentioned, like the dirt overlay stuff, and it will look quite nice.
You need to take a look at the material files for D3 and Q4 as there's a 'special' parameter in there which they use on character models called "unSmoothedTangents" (although it can be used on other models). I've got two working character models done for Doom 3 without too many noticable artifacts from mirroring the UVWmap.