The UVWs have quite a bit of room available for use. It's generally a better idea to place UVs right next to each other. Sometimes rotating them a bit or using some Tetris logic to fit them as tightly as possible is required. For the UVWs, the scale should never be rectangles. It should always be perfect squares. The way…
Here is the most difficult part that I'm doing right now, the polymer frame. I'm trying to understand this material and replicate it but it always looks different on the refs, on some refs it will look very smooth and in others very crisp lol Any feedbacks are always appreciated.
I used eden hazard as a reference for my third face. I didnt try to replicate every single detail especially since i didnt break the symmetry at all i am just trying to get the anatomy and main shapes to look correct.
Hey thanks for the cool ref's. I'll try and replicate that look but did try something similar to this originally and it didn't look quite right in the scene. Does make the trees look much more out of control etc which would suit the scene well.
hmmmmm indeed? I've tried replicating the fault with max and maya. I am concerned it had something to do with the export process but ive checked the fbx in both packages and seems fine, i'll try primitives from zbrush. Genuinely clutching at straws at this point.
Are those sculptures translating well into good bakes, as in not noisy? They look like it in the engine screens, but i've had problems when triying to replicate a stone like texture with such small details, they just end up getting really noisy in the texture, specially at 1k resolution.
@sandrasketches - Thanks a lot! :) It was a new challenge trying to replicate someone elses painting style. Once I had the front view done (angle shown in the concept), then I had the hang of it enough to paint the back view which I had created myself.
I'm using the default cycles BSDF shader in Blender for the terrain. Does this mean that I'd need 3 separate UVs with 3 distinct textures to replicate the appearance of the terrain within Mari? One top UV, one side UV, and one front UV?
Oh yeah, I just signed up for Dropbox too :poly136: http://dl.dropbox.com/u/8508552/StockButtGripHIGH.obj Give that a look. I smooth it with 2 divisions, then triangulate, and check for ngons. I'm curious to find out if you can replicate the same error.
I wouldn't recommend doing that kind of stuff in Substance, but rather in the engine it's going to end up in. You're trying to replicate something that already exists elsewhere anyway. It's only really worth creating a custom shader if you are doing tons of these (say cars for a racing game).