it will most definitely take some playing around with FOR SURE. just keep pumpin away and fine tune using the tools and find a way that works for you. about the planar mapping. oh yeah man...it's still there. you can either drop a UVmap modifier down, select some faces, and choose planar map. or you can throw a UNWRAPUVW…
i'm not near a real computer right now but there's a couple of different maps you can use to control anisotropy. in that tutorial it seems that they're just using a normal map (bent in the tangent direction?) specifically for the specular component, but usually i guess you'd bake tangent maps. you can do this in maya (in…
They are many differences actually. The principal one is the Unfolding algorithm itself, which flatten the model without stretching. There are also very efficient tools for marking edges to be cut, like the shortest path with live previzualisation. You have also many tools for editing / optimizing / pinning / copying the…
I've checked for unmapped faces and i'm pretty sure I got everything. I've also tried selecting the faces on the left side and inverted the normals but I came up with this nasty dark line that runs down the center of the model. No matter where I rotate the lighting, it appears. Also, after flipping the normals, the entire…
That's a huge improvement. The clock is pretty good, although still a few things to fix here and there. This shows what vig meant. You can save quite a bit by simply connecting all your bits to existing, necessary geometry instead of creating verts in the middle of an edge. It's a bit hard to see, but it looks like the…
Whats an 8 sided texture? Anyway some engines do not allow a double layer of normal map and normal map detail so if only one is available that tech is not usefull... I guess best is to design a texture for rock that does not have many shadows painted in it or would look odd when rotating the stone model in other than a non…
Like I said you could add some extra seams here and there. Nowadays, the most of people use 3d painting applications, so you can easily paint across seams. A few extra uv seams won't make a huge difference in performance. Especially because you are already kinda forced to use a bunch of seams because of the smoothing…
Hey thanks FatAssasin! That method seems to work pretty well. Though now I have to go back over the model and change all the chamfers Sorry if I'm becoming a pain but there's one more thing I'd like to know if there's a fix too... In the picture I have a low poly cylinder that was uvmapped then meshsmoothed. If you look at…
MOVIE It's crap quality, so I'll explain the steps: 1) Convert object to editable mesh 2) Unweld all UVs 3) Make your initial map (in this case, planar) 4) Choose UVPaint script and click-drag on the mesh (from the part that was already UVmapped. It will continue the UV to the new face. Sometimes an error will pop up the…
Pixels are square by default. And they are interpolated to make them appear smooth. Now imagine laying your uvmap on the square pixels. If you don't pixel snap the border of the uv islands, they will hang over to empty pixels. Dilation expands the uv borders and fill the neighbouring pixels with with the original color.…