Yea the classic pelt map seems like it would work pretty well, but a planar map from the side will do the job too. It won't really fit onto a square texture that well so you might as well unwrap both sides and let them paint unique details on both sides. Either way, you might need to separate the fins into their own unique…
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…
A minor point, but the badge is generally on the opposite side from the holster to balance the weight from the gun. Real badges are actually quite heavy for their size. Handcuffs, mace, and phones are also on the off-hand side.
Thanks again Eric. You're probably right that the back of the headstock is too clean for the rest of it. I think I didn't prioritize it since it's the back. Consistency can be the sort of thing to need pointed out. I imagined this as being cleaned off regularly and still in use. The paint chips and the oxidation on the…
Thanks Ayoub, PhilipK has some amazing tutorials on his site, definitely will come in useful this project. For normals I created a height map in photoshop, then took it to crazy bump, and tweaked the settings to get the best look... btw what do you mean by normal map blending? Is that like overlaying different normal…
Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…
I actually spent a lot of time researching bikes so I do know how they work. However my goal was not to design a bike that you could see in the store down the street. It was a conscious decision to design something different. If I lifted the seat up and did what you're talking about the design would fall apart, it would…
I would make the thumbnails all the same size, or only use one enlarged feature shot above the thumbnails. Also the differing number of thumbnails shows inconsistancy. Show a wireframe, a shaded, texture, and a render for each shot, and you would have 4 focused images showing the skillset in those areas for each scene.…
Dear All, Happy new year! I would like to ask is there any way to set the guide size length higher than 1 ? My object length about 4-5000 units, and when I apply the xgen, its guide so small that it is completely unusable. If I select the guides in the outliner and scale those up, the hair/fur also scales up. Could you…
Hi People, I'm trying to create uv texture sizes that are not square (specifically 256 x 512) and I have no idea how to go about doing it. I'm using Maya 5 and 6.5. The only thing I could think of to try is to change it in the uv snapshot menu before I save the layout, but that only seems to compress the whole image to…