Did a quick test to see if it happened to all my meshes even if they weren't geometrically complex. Turns out it only happens to meshes who's UV layouts aren't square. I have a feeling that there's a box I'm not checking off when exporting/importing. Simple Shapes Pink outline to show simple shapes Each shape has two UV…
Wow, that's pretty confusing. I don't understand why you have to detach the meshes? You don't need multiple UV channels unless you're combining two maps in a single material, and each requires a different UV layout. A good example is lightmapping (see Pior's example at the bottom here) where the color map uses a UV channel…
Hi all, yes, as of now it's just a flat image thwap'd onto a 6-sider. i drummed up the texture during my down time away from maya, so i didnt layout the UVs prior. this is ass-backward i know. good points though, there will definately be much tweaking to do. later i'll grab a capture so you can see it in 3D and we can go…
Very nice. I like the clean and simple layout and love the Cammy sculpt. Your resume link is dead and I don't like that when you click the contact button it is just a email link that opens outlook. The button looks as if it should direct you to another page with more info on it and doesn't appear like an email link. IMO…
The UV layout and map combo that Ben set up was used in the rendering to communicate to the factory exactly how the final toy was intended to look. We gave the factory 45 degree turnarounds of the model to show them every angle. The factory of course, handled the paint and decal application for the final production run. We…
The texture-layout is really overly wasteful, but much more importantly than that, it looks as if you just grabbed textures left and right and tried to apply them all to the same model. The leaves are handpainted, but then I look at the branches and tree-bark, and it's really simplistic and filter-like? I don't mean to…
Hi there! This is my finished collection of medieval props I have been working on other the last several weeks. The game assets all share the same 4k texture atlas. The scene is captured in UE4 with individual material instances used for separate assets to create variety through parameter adjustments. The plan is to put up…
I have quite a large project, and i need a simple fix, manually cutting and backspacing all of the intersecting edges would e far too tedious at the moment, and i'm on a schedule (my tam depends on me.) Could anyone tell me how to get a non-editable poly Boolean, that is picked to "cookie-cut" windows and doord on an…
been messing around with buildings for a small unity project. just wondered what the best approach was with this type of building I drew some rough red lines to indicate where I could split them up so I can swap pieces out for variation and to optimize uv space. some advice would be cool. currenty I am using small tiled…
Long Time reader, first time contest entree. I'm aiming mostly to strengthen my understanding of games workflows, as I don't come from this industry. I'm refitting and redesigning a robotic dog idea i've been kicking around for wa while. I'm certain i don't have the skillset of the rest of you guys, but don't want that to…