Just pack your uvs as a rectangle vertically in 0-1, work away as normal, export 4k maps, resize/crop in PS. Or unwrap vertically across 2 uv tiles and scale uniformly into half of 0-1.
I don't play WH, so I may be off base here but compositionally speaking everything is very vertical. The only element breaking that pattern is the crystal altar. It feels like there could be more variety in the vertical silhouettes.
The colours certainly match FIFA Street, but your style is a bit plain. The artistic vision for the game was 'wonkified' like in the animated movie 'Cars'. As such, your buildings are too straight, and need some of the vertical lines tuned to be less vertical.
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
It could be that the uvs are flipped vertically. You have two choices: 1) Flip or scale the uvs by -1 on the v-axis. 2) Flip the texture vertically in photoshop or in the bitmap coordinates in max.
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
Yep, or take the vertical piece and rotate it 90 degrees so it will fit horizontally, then squish vertically the other pieces and stretch them horizontally a bit and add the new piece to the top or the bottom.
haha Lamont... my setup is: Dell 27 - horizontal, on the left for 3dsmax, toolbag etc. Dell 23 - vertical, in the middle for code, some websites, skype etc. Cintiq 22HG - horizontal, on the right. vertical code monitors are so lush.
Hey guys! I really need your help!! I just made the low poly version of my character and did some test bakes. So, without paying attention to my layout except for stretching part (believe me it is not good:)) i just baked out my character as a test and countered some problems i've never had before! So to give you guys a…
WIP 21 @Tuscon: Took your critiques into account. Added discoloration to the leather jacket, jumps between desatruated, low value and saturated, high value hues. Also redid the pants pattern. Followed after the original Tracer game model, used a diamond pattern across the pants. Thank God, I THINK FIGURED OUT THE HAIR…