Textures don't scale with your uv shells. Overlay the checker pattern in your uv editor and count how many boxes you lose or gain while scaling. Taking an abstracted look at what happens when you scale UV shells. You can also think of a 1 dimensional shell to help you along. If you have a number line going from 1 to 10 and…
Hey man, I think his arms and legs are extremely long even by human proportions. The thing about turtles that stands out is huge shell and little stumpy legs. Now I know you wanted to make him more athletic and ninja like, but I still think you should dial it down by at least 25 percent. Also, Its almost as if the shell is…
Made a script some years ago that might be useful. It was before textools but i still find it useful. The code is probably dirty, not protected, slow, and terrible and just for me but it does the job. https://dl.dropboxusercontent.com/u/13762052/polycount/UvRotateur.mcr Category "Noors" Select your uvs and hit…
I think males tend to smell a little more then females but all have a smell to them, you'll know if it bothers you after being around them, its kind of hard to miss. Even if you get the main glads removed, they still have skin glads that produce the same oils onto their skin/fur. I friend of mine had a very jittery ferret…
It's not firing standard bullets. The front end is actually a rail system (got the idea from MGS4, crying wolf's Rail Gun), and the rounds are powered by some magnetic future tech. The bullets are shell-less so there is no waste (besides the bullet fired). Lots of the firing system has to do with magnets (ones that are not…
It's good that you are taking strides to improve your character art, Joi. You clearly have more geometry than you can handle right now. You have divided it far too many times it seems. You need to pay more attention to actual contour lines of the human anatomy. None of the forms are properly flowing into eachother. Ever…
From my understanding there are 3 types of people who break out of the small-medium businesses, in any field. * The 'lucky' guy some people might characterize, who did something right and skyrocketed. Usually is an experienced person in the field who saw an opportunity. An example of that would be Riot games, over dota2…
First of all you should not have overlapping UVs in your 0-1 UV space when baking, you should offset the overlapping shells by 1 in U or V (This is not moving them to another UDIM either, games rarely use UDIM workflow anyway). Moving the overlapping shells across basically mean they will be ignored when baking. Each pixel…
Cylindrical UV shells are pretty easy to get proper proportions. Just select the top or bottom row of UVs and then click on the Unfold button at the top of the UV Texture Editor. It will consider the pinned (unselected) UVs of the shell when unfolding and snap everything into the appropriate spot in relation to the pinned…
I know you only have week of work on it but some general problem areas that I see now: HANDS: Not the best position for a game character. Rotate them so they're facing down. This makes rigging a lot less of a headache. Also the hands need some general love but into them but Im assuming you just havent addressed them yet.…