Thx Eric, I am not sure about the "whole unit" part: as my bedspread polygon are not even quads, the uv shell will naturally be in different size. Say I align the large shell to the top-left of my texture space, then cut and stack them, I don't think they can be aligned perfectly to "whole unit" nicely (unless I plan the…
Hello polycount community! I am new here, and hopefully I am posting this in the right place. After many hours of searching all over the net and failed attempts at getting this stuff figured out properly, I've decided to ask for some help. Below I've got a lot of screenshots of my most recent attempt at making a low poly…
Pinning UV's doesn't make your unwraps better, it simply makes unwrapping faster. Quality comes mostly from experience. Use a tool for long enough and quality and speed start blending together. Pinning doesn't have to occur at a border edge, but if you have squared off a UV shell and want it to remain squared, then you…
The scale of your model doesn't effect the scale of your UV shells. You can scale the UV shells independently however you need to make them fit into the 0-1 space. In most situations, keeping all of the human face into a single texture map would probably be best. Unfold 3d is great for unwrapping, but I think your standard…
Use TexTools in Max, and just go under Tools -> Smoothing Groups from UV Shells. This will setup your SGs to every single UV Shell, which works great. And when your LowPoly in Max has some Black Gradients or your normal map is full of Purple Gradients, then you have to Cut your UV Shells to smaller angles or add Support…
yep, that's pretty sweet - potentially lots of time saved It will fall down a bit on shells with a non-convex outer border and there will be some distortion where there are uv verts inside the shells but it's not introducing any problems associated with doing the same thing manually. if the user is able to select the…
I think it depends on the engine you are using, but for UDK I'd make the broken parts and oil/blood spills into decals. So you have a clean base material and can decide where to put the decals. Sometimes they are a nice option to cover seams between tiled surfaces and further break up the monotony. Decals should be handled…
I did not hate this movie. I rather enjoyed it. Not to be a dick, but I did try to shut off my brain like the rest of the masses that saw this movie. It didn't work for me when it has for many other SHITTY movies. That's fine when done right. Avatar wasn't done right or wrong, it was just done. This movie failed to engage…
Devour [Final Draft] A creeping miasma of chilled despair engulfed the darkened shacks at the ends of Mudtown City Limits. Rows of jagged rooftops were illuminated by the moon’s light, brightening the tiny city on the eastern shores more than the city lights. Nothing exciting happened in Mudtown aside from the occasional…
Hey guys, I'm a maya user switching over to max and I'm running into an issue. Are there known problems when export OBJ/FBX files from Max 2013? I never use to run into any problem exporting from Maya, but now I'm having all sorts of issues. Here is one: Exporting OBJ/FBX with 2 UV shells in Max With these settings (or any…