Hey folks! A quick follow up. I uploaded the material (.sbs&.sbsar) I created for the kilt to Substance Share >click<. You can adjust the stripe and background color, as well disabling unwanted stripes by dropping the alpha to 0. Feel free to tailor it to your own needs :)!
your UVs usually sit in a space between 0 and 1 and are not bound to pixels, well they can be for compression reasons but thats a different story. So if you want to use a 4k texture you will need to tell your texturing tool. what do you mean by quick art?
I'm currently having this same problem on mac, not the best mac user but curious if you know how i could fix this // Error: file: /Applications/Autodesk/maya2016/Maya.app/Contents/scripts/AMTools/ADNModelerTools05.mel line 50: Number of rows must be greater than 0
Looks cool!! Can u please share high poly to low poly workflow ? Did u redid low poly from 0 ? Did u remove highpoly details till u got 9k ? Also how did u fix these issues mentioned before?
You do have to think about how the LODs will look though! You don't want any normals that are TOO crazy. They may not show up in LOD 0 with he synced workflow but if they LOD out poorly very quickly in a large area of the mesh it will become super noticeable.
What they don't show much of is the coloured model (seen at 0:32) but from the shots you do see I think her new look is more tame, or what I'd likely see out of such a person (read: not such a 'character'). Pulled tight pony tails that are 4' be damned.
Thanks, Headus definitely helped identify my stretching issues. Turned out to require even more shells to fix, even after trying to place seams where grooves were. Still need practice I guess. https://www.dropbox.com/s/wbh9r8tjn6qwwu2/Rock_M_05_UVCorrectedHeadusIPT_LP.obj?dl=0
Non-linear bend deformer, I would subdivide it before bending it or there won't be enough geometry for it to hold it's shape. [ame="https://www.youtube.com/watch?v=zWHL4YV8U88"]<iframe width="420" height="315" src="https://www.youtube.com/embed/zWHL4YV8U88" frameborder="0" allowfullscreen></iframe>[/ame]
The thing is though, if you want to get the crisp smooth edges of panel loops, its easy to mask off parts of what you've made already and then create panels with an Elevation of somewhere between 0 and -100 so that you essentially replace the meshes you've made so far.
Well I think there are so many answers to this and depends on the studio/workflow as well. I have noticed more of a push towards multiple shared materials/textures, blending, masks, etc than 0-1 unwraps and unique textures. Of course there is always a balance for quality/texel desnsity.