http://wiki.polycount.com/wiki/Category:Topology http://wiki.polycount.com/wiki/BodyTopology This is decent but it's using tube-arm method which isn't really ideal: http://fc00.deviantart.net/fs70/i/2011/034/0/9/male_body_topology_by_iceblazer17-d38qkxj.jpg Basically you'll just want loops around muscle groups.
Hey thx for the quick reply. Sadly this was not the issue they are in the right order, but my result, also isnt as crazy as yours. I am sure it is an absolute beginner problem :smiley: Here is a DB link to the file: https://www.dropbox.com/s/sm2mzllkaxfboun/TorusSplash.hipnc?dl=0 i hope the link works...
Good concept. Just one thing - his original skin have HUGE legs and I think you could give him increased shoes) http://www.lolking.net/models/?champion=44&skin=0 But your version looks very promising already. Good job, Keep it up!
Also.. new gameplay and interview with announcements. [ame=" http://www.youtube.com/watch?v=8RlKSegcO-0&feature=share"]?????10?? ?MGSV:TPP? ?????E3 2014 ???????????????? etc ???????????? - YouTube[/ame] For the clip only... waiting for high res. https://www.youtube.com/watch?v=wT7u5tBtgBA small clip…
If any1 knows how to fix this, we are willing to discuss paying with a part of the profits, just need to get this done somehow, and quick.. zbrush work is done, both lod1+0.. part of the textures.. LS almost done as well.. we just can't make the #&@!%^& bears to work in dota.. It's for this set..
You can but then you need to go into the second UV channel for the merged mesh and make sure everything is laid out in it's own unique space, within the 0-1 borders. Lightmaps require that every UV island be unique and not be overlapping any others. Otherwise you'll get weird results.
In max its generally: Iterations(viewport) and (click to enable)Render Iterations - this is the one you set for your bake. This allows you to set iterations to 1 or 0 for fast viewport response but set render iterations to 2. [edit] Doh, too slow And no, there is no reason to UV the high if you're baking.
There. I changed some colors to separate the differente elements better. <a href="http://s28.photobucket.com/user/Olivier_Theriault/media/HeadTopo_339_comp_zpsb70fd8a3.jpg.html" target="_blank"><img src="http://i28.photobucket.com/albums/c208/Olivier_Theriault/HeadTopo_339_comp_zpsb70fd8a3.jpg~original" border="0" alt="…
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If all the UV's are within the same 0-1 space and are part of the same area, then when you import into painter just make sure the meshes you want to be the same UV have the same material in maya/max. UV sets are determined by the materials assigned in the external programs I believe.