In short , it will look from each point of the low res asset, and see how far the high res asset is from that point along the normal direction of the point.Then take that distance (or the normal of the high res viewed from that point)and store it in a texture. Zbrush projection is different from texture projection though.…
Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
Thanks guys I don't plan on making changes, not because I think everything's fine but because I wanna move onto something else... this was just to take a break from another project I'm working on. But keep the crits coming! Mop and Rhyno - I agree about the flatness of the eyes, the sockets are pointed too straight foward…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…
Hello , Sorry if I posted this already in the wip thread , but I feel that I need more technical advices and guidance than showing it off in the Wip section ,.... So I hope you won't mind if I post it here instead and I update it here , couse I would really like some technical assistance or guidance to develope my project…
You may need to adjust your monitor's default contrast levels, I used to have the same problem (it looking fine on my screen, but washed out on others). Some crits; I have to echo the poly distribution comments that were first brought up...as well as the concern over the texture style. What other types of games has the…
The thread topic should really be "2 years of work" now that MEC2 has had its first release and we are busy adding the UN to finish the mod up. There isn't a ton of new stuff to show, since for the past half year or so the majority of work done is doing unsexy things like; unit icons, damage states, map objects, UI art,…
I use this for 3dsmax: http://www.raylightgames.com/xrayunwrap/. Costs a few bucks but is money well spent. Makes the unwrapping so much easier, more intuitive and time saving. I also recommend you get tex tools so you can normalize your uv islands (get even pixel density across the whole model). Also make it a habbit to…
you are wellcome rita , thats why we are here for , we are the historical freaks in the show :D , and from what I see so far , all of you know how to work in a combination 3D -2D , we worked so far only in 2D and view the 3D inside game playing the game , try to figured out the uvmap of each vehicle "what goes where"…
Hi, I'm currently a student myself, attaining the first semester of modelling at my university. Could you outline what you teach in your course, and how many hours you've planned for this education plan I'm a bit disappointed of the course i'm attending, and been thinking if our teacher's just bad or I'm too advanced for…