Hello you guy's, Currently I'm working on a school project. And I thought maby I can improve some of my skills when I post some around. So here are some screenshots of an old building I'm working on. I will try to get one peace done a day. So there will be more to come. Tools: 3d max xnormal grazybump uvlayout zbrush…
Hey folks, So I've been working in this game character and I wanted to have a quick look how thins are going so I decided to generate the normal map. I started with zbrush to build the high poly, then Maya to make the retopology and Headus UvLayout to create the UV'S. After everything set, I used Xnormal to generate the…
Hello, In Maya, I often use multi-segmented beveled edges but the trouble that I have is when I flatten the UV Shells of the mesh in Headus UVLayout, the faces of the beveled edge come out really tightly packed so that they're not one pixel across even at higher resolution. Is there an automated way in Headus or Maya to…
NapoleonX0X You have at least 7 uv islands that are inverted and will bake inside out on your uv map. hit the left or right uv keys on keyboard to flip them. And your uv coverage is horribad. so much wasted space. Run optimise uv islands for 1-2 mins in uvlayout so that islands match in size. And use a cage and setup…
* Polyboost or Max2010 and then nSided faces selection options (5+ edges) * convert to vertex selection, filter the selection * ctrl + backspace (remove verts without killing the face) it often killed uvLayout and a few other external tools for me because they were less stable or comfortable with ngons. In 2010 there is…
It is a shame we have no norm for navigation in 3d applications, everyone (devs) freaking thinks their new concept is the best thing that could happen (but is actually not better just different) and is worth breaking habits , which is just ridiculous. Mudbox and UVLayout do it right, offering different shemes from the…
Hey all. Just finished building the low poly for my character I'm working on, build the hair using poly strips and now I'm wondering how to go about setting up my UVs for all of the polystrips I just laid down. For my UVs I usually use UVlayout pro and tweak in max. Do you guys have any suggestions for possible ways to…
or does it not matter? I'm going to be using headus uvlayout. Someone told me that I should have my hardsurface model in all quads before unwrapping. Problem with that is that I need some tri's in there if I want it very low poly. If I need all quads before unwrapping, are there exceptions where it is ok to have tris? Like…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
sexy, will give it a shot it will be very usefull for multi export/import zBrush/mudbosxm/ uvLayout stuff. what would be cool if one could on the other way around select objects from the scene and batch export them to the folder of that rollout. The object name in max would then be assigned to the file name dot obj and if…