Oh? So you don't want the use of '3D layers' and proper projection algorithm ? + work with many objects a time, etc. ? ( like bodypaint does perfectly or almost ) I can use it to make doodles but not into a real working workflow.
Thanks rumblesushi. For UVing, I just used a mixture of Blender's default ABF and LSCM algorithms. They're very fast, both for organics, as well as hard surface. The big pain in the ass was all the rigging, but even still that only took about an hour.
Agreed with the above. Smoothing algorithms in use won't give you a mathematically perfect circle, if, for no other reason, than you'll need infinite subdivision levels to get there. I do find that multiples of 4 pointed shapes tend to give good results.
Thanks Eric for your feedback. The heuristic is a combination of several things, including rate of change as you have guessed as well as color importance plus other information related to the object topology. Currently the algorithm doesn't overlap UVs, but it is definitely an interesting idea to consider :)
Was playing with the demo, and has some neat results, but iono. I feel like it makes things almost too complex.. Maybe im just too used to the lite version :P Glad the algorithm is more complex, will compare and contrast and see if its worth it.
And to add to this, if your bump has an ngon pole on it, use zbrushes alternative smoothing algorithm designed for poles. To activiate it, hold shift and begin to smooth, then let go of shift while you are smoothing. This makes the pole smooth. Good luck with your pole bump.
Are there any other elements fellow? A certain algorithm what goes into a selecting an entry for this one? Is it just what those who choose find appeasing or is it something more? Because just wip sculpts have been in, but you fellows always stress finishing pieces/
You can test mipping by viewing maps at 0,5x 0,25x and 0,125x res to see if issues pop up. It won't be 100% the same as in-engine, because their downscaling algorithm will vary, but it'll give you a ballpark idea of how well of a job you did.
Hi there again Lewis - PMed you! (SSS means "sub surface scattering" ; it is a 3D rendering term encompassing the different algorithms used to simulate the look of light scattering through an object like skin, was or jade ... Ace was just making a nerdy joke haha)
Roadkill is nice, but i still prefer maya 2008 unfold. The only bonus features roadkill has are uvs deformation feedback and new unfold algorithm ( comparing to maya ) But he can't do horizontal/vertical unfold which is powerful and unfold selection only... :/