my personal choice I would Disagree. I want to paint my models in 3D, and then get the barrings of where everything is on a uvmapping then do the details and what not
i would uvmap the highpoly, and render out an ao map without the floaters and then render out the aos for the floaters separately, and then bake the two like the normalmap to the lowpoly
Oh I understand now. Well for doing that properly, put the hanging parts to a third texture/uvmap, so you can scale the wall's uvs without messing up the alpha's scale compared to the wall. Or, tile with the shader.And then you don't need the third uvmap. You can tile just the diffuse/normal/spec and not the alpha if you…
Thanks guys! * Haikai - I agree with youregarding the UvMaps. That's something I really think it's missing.... But I was about to do this reel for years, and I had to finish it at one point... Anyway, showing textures and Uvmaps will be my next step =) *lampekap - Thanks for the compliments, and I regarding the the…
I've checked for unmapped faces and i'm pretty sure I got everything. I've also tried selecting the faces on the left side and inverted the normals but I came up with this nasty dark line that runs down the center of the model. No matter where I rotate the lighting, it appears. Also, after flipping the normals, the entire…
Hi, This is my first attempt at UVmapping and painting a character. I would really appreciate some feedback. The character is a Cobra B.A.T from the 80's GI Joe series. Thanks!
i forget that unity have an automatic UV Genrator option in the model section , too bad so much time got lost to make a UVmap in 3dsmax2009 :anguished:
Posting a picture of a kitten would have been the same useful as showing a picture of your uvmap...We don't see the issue so we can't guess the solution.