The hairband just looks like it's texture has become stretched. https://gyazo.com/594f49efd572d3076df3b09590274d62 It does look like a UV thing, but, it appears fine in the viewport and I didn't get why. I think i'll just try re-doing it! Sorry about that
For an assignment, we had to take a concept and turn it into a fully modeled game asset. I chose this rifle concept with an axe bayonet as the concept of choice, as I've never really explored guns in my art before. Overall, I am mostly happy with how this turned out but there are a few things I need to fix with baking.…
February 15 2020 This is the progress from the past few days (13 to 15) Finally am doing textures YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASSSSSSS The whole model is 59K ( I know it's missing one hand and the foot's normal is fliped). Also big thanks @Ausonian !! I will for sure continue to update. :)
All the default images are stored in the /program files/maya 2018/ folder in various subfolders. However I think the UV checker texture is actually a procedural shader. So you can't just swap it for a texture. You can change some of the values for the checker pattern by clicking on the options square next to checker map…
Unreal comes with some figures in the engine content and example content as well. https://forums.autodesk.com/t5/maya-forum/can-i-import-a-3d-mannequin-from-unreal-engine-4-in-to-maya/td-p/5989261 https://wiki.unrealengine.com/Exporting_the_Mannequin_Skeleton_from_Unreal_Engine_4_to_Blender_and_Re-importing
Working on my unity asset pack project. Here is a trailer scene wip pic. You can check more pics and project details here: https://forum.unity.com/threads/fantasy-village-asset-pack-wip.590017/#post-4445911
For 'class A' surfaced objects, a high end render pass from experience is typically dependant upon an optimised topology design, although worth remembering minor shading errors can be fixed in post: https://www.carbodydesign.com/article/59531-modeling-cars-in-polygons/