I believe it was Stimpack who originally posted this in the tread about a lantern being too green... anyway i copied out this system, as it hauls. Ive only used it once but i think this is what Vig is saying anyway; just thought I would try and keep passing this on. I am copy pasting this from someone else, this is not me;…
Looking good! I'm not industry, but I'd say the specifics of how many and which textures you use are always going to come down to quirks of the specific project. For your portfolio, the approach you've chosen would demonstrate knowledge of efficient texture layout. If you're really focused on that, it might be cool to…
Tons of progress this week!* split out input and rendering into different loops. input is captured at 1000hz, and rendering happens at monitor * refresh rate. * caching input to handle the above ^^ * brush presets! * layers! * compute shader compositor! * svg icon rendering to atlas (yet to be used) * progress on the…
Hello, I was working with normal maps and everything was fine. Until I start work in UE4. Where I get strong light seams in UV edges and nothing helps. That's my problem: My pipeline: 1. I do high poly model in ZBrush 2. Do low poly model with Freeform>Draw on: Surface. It wasn't triangulated, I just tried everything to…
Hello. My name is Patricia Rodríguez. I am actively looking for a job - 3D Artist. Full Time - Remote (not necessarily freelance) or In-House in Amsterdam. Around 2 years work experience. I mainly model and texture stylized characters but I consider myself a generalist; I can adapt to any needs. I am looking for…
I have tried: UVTextureEditor>Polygons>Layout[]> Layout Objects: Per Object(Overlapping) Separate shells: Off Shell layout: Into Region Scale mode: Stretch to region Shell Stacking: Bounding Box Rotate: None I can't find a "uv layout options" menu anywhere (Using Maya btw)
SimonT: thanks man :) It is kind of tiny isnt it. Endomi:Cheers, yeah the details are carved using a couple of methods. the main being. 1: unwrap the basic mesh. 2: convert the flattened uvs to a mesh (I use headus uvlayout but there are maxscripts to do it). once you have a mesh in a flat state and a 3d state you can…
If Modo would improve it's: 1) Smoothing group support 2) Baking tools (add a cage, etc) It would be an awesome solution for game artists. It still IS a great option but I find I have to combine it with other tools to get work done efficiently. I usually move my pieces into Max to finish off the smoothing and bake out…
Istonia it wasn't so much that the Calculate symmetry is buggy but more in how it is implemented. The problem with the 2 vertex method you have at the moment is that it can't be used in meshes that aren't connected down the centre e.g. eyeballs. Other Symmetry calculation methods out there use Topology rather than vertex…
Hello ! Sorry for the late answer, these uvs gave me nightmares :poly127: So, what's new : basicly, nothing. I spent the whole week unwrapping this scene. Objects has a 1024 ao map that use a first uv layout but I'm not very happy with it.. There are some glitchs to be fixed and I have some troubles with edge blending…