hmmm..... for some reason this screen reminds me of Johnny Numonic (or however you spell it..)...that Keanu movie from the mid 90s. Just a wild guess..
nice to see WETA handeling the props and costumes. haven't read the novels but they are on the 'would like to read one day' list *edited because 'on' is spelled with an 'o' not an 'a'
Looks really deadly! It is spelled "Gatling". Not because the gun "gattles" when fired, but some guy named Gatling invented it during the american civil war.
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…
Your example is actually an interesting one because it shows a case of distorting LM UVs, in this case making the shells with diagonal lines square. Here's your mesh after re-unwrapping the LM UVs. In the image below you'll see that there are no LM artifacts. Sometimes I find it hard to tell so I add a 'blowout light'…
Hey giles! I think your model looks great and I really dig the pose, soo good job! I think if I had to critique though it would be the UV shell for her face. Her UV shell for the most important part of the model has been compressed to about 10% of the shell while the rest has been so relaxed out it takes a larger portion…
There's no trick, really. It's just a matter of relaxing the unwrapped shell(s). There are tools like rectilinear unwrap in Headus UV Layout and a similar method in Max. But I don't know the equivalent in Maya. As always with unwrapping curved geo to squared up UVs, it's always a trade-off of distortion Vs a straightened…
Hey! Thanks for the tips, but i think you're talking about different kind of seams, ones that result from maybe not having enough of a buffer zone outside of the UV shell. The seams I'm having trouble with are the ones that arise when Quixel generates things like oil and dirt noise; by themselves they're seamless, but…
Using textools, you can align shells to their respective sides - the gifs at "Align Selection" on his website do a much better job at explaining it ;) As much as I like the new features in Max2012's UV editor, there are still some things that textools does a lot better. Once you've stacked your shells on top of each other,…