nice work here! The orange balls/sacks look really cool. I think thats def. the strong point of this piece. However the, shell areas and skin are not reading that well yet. One thing that could help is making a bigger divide between skin and shell parts. Do not have them blend together, and make the transition of the shell…
Cut out (on the mesh) the label on the inverted side. Select the shell and flip it over. I always do this with rectangular labels but if it had a circular shape, I would make the cut square and send off that UV shell somewhere else on the map. It's a balancing act. You are trading a higher polycount for a more optimized UV…
woah, that's a 128x128 lightmap? It looks a little lowres for some reason (but not bad). I'd save splitting lightmap shells for things that are machined. Straightening your UV shells was the way to go, for sure. Another thing to consider -- make sure your UV shells fall between pixels. If the shell edge falls on a pixel…
^That is why rating system and inputs matter or you get these.^ I once saw "packs", as a means to "edit", said packs "if allowed", and make these things your own for the TITLES they are added to, not to re-sell.. in a pack way.... Is that not a thing that happens? Even if its a new texture at the very least re-texture the…
The shops sell stock the items that sell. PC sales have been declining steadily, consoles increasing. What do you do? You cut the poor selling stock down to the core items that will sell, and use the space to house the stock that does sell. I for one would love it if they were as picky with the consoles that are stocked as…
Quick buck with 3D and freelancing after pivoting just recently - presumably without connections and without years of experience? Yeah that's not going to help to ease the starving. Might as well open up an OnlyFans and sell feet pix. 1000% better survival chances I reckon.
I think M4DCOW might be onto something, it looks like an internal projection? Are the normals on the low poly inside out? If you apply an edit normals modifier to the low poly are the normals pointing in or out? Flip them if the are facing the wrong way. Next up, are there overlapping UV shells? You should offset all but…
I am trying to make my first big set and am trying to figure out how to break the chunks up into modular pieces and how to texture them. I want to use a tiling texture as the base and add details with substance painter, but there's too much surface area for the shells to all fit into the 0-1 space and tile. Is it okay…
Yes, I use an automated translator to correct some of my spelling mistakes (I'm still studying English). I'm working on improving my communication skills, Thank you for bringing that to my attention <3 .
I am currently trying to make a symmetrical texture map for my character in Autodesk Maya. For example, I want the arms of a character to share the same texture pattern. But I cant place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesnt match without flip. If Im…