@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
Hi! We started implementing UVPM 3 for 3ds Max but the problem is it turned out that the Max architecture is very unfriendly to UV plugins. That's because the UV editor in 3ds Max is implemented as a modifier. That's why it is not possible to implement any additional functionalities to the UV editor in a plugin. A feature…
Hi! Perhaps I should have kept it more digestible, like: 'With an high to lowpoly approach, I would closer match the highpoly and improve the highpolys edges/shading'. But as so often with this 3D stuff, I find there's not an 'one and only way', but different options that can be combined based on the situation. And when…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…
Hi! Yes, like that (loop of selected edge). You can merge both halves together along one side, so you end up with one UV island. Here is an example on Sketchfab that seems to do it that way (you can check UVs in the viewer). UVs like that make it easy to simplify the model (LODs) without breaking them. Btw, I assumed this…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…
The whole point of working on the grid is to have assets (which r mostly architecture modules) that can nicely snap and fit to each other when building the level in some game engine. It also helps to create simple visual guidelines for various dimentions, some sort of array of standartized sizes of your assets (say, 1m,…
(UPDATE THE CREATED PLANES DO NOT NEED ANY SEGMENTS) scruples, and Rhjs grid planes need to be lined up with the max grid, and need to be efficient to get thefewwest planes possible to fill up an area (yes my example up top is not perfectly efficient) the planes also need to have verts every .5 meters snapped to max grid.…