SuperVillain Studios is looking for artists as we ramp up on production for two original titles! If hanging out with fun people making fun games sounds appealing at all, submit your resume and samples of your work to cglenn@svsgames.com Character Animator Requirements: - Ideal candidates have a keen understanding of the…
Barrel Is Key (crap didnt I teach you anything?) hmm il take a trip up to PSQ soon! My advise would be to look at the companies you are most interested in. Then what do you want to do? props, characters? lets say its props and you want to get into a Swedish companies. Most companies in Sweden are making realistic looking…
[ QUOTE ] I'd do some final minor tweaks, and then start painting if I were you. [/ QUOTE ] I *really* wouldn't do that If I were you coldwolf. This is far from being a good UV layout. I will stress strongly what Rick and MoP are driving at. By having so many UV chunks at angles you are *seriously* degrading the potential…
Yeah, the uvmap is prolly gonna end up different from this if you're not painting directly on the model, but in photoshop or something. I usually don't do that anyway, though. So many applications these days let you paint on the 3D model with increasingly advanced tools, anyway. So it's nice to be able to just optimize for…
Rens - thanks man, how does this look? I straightened out all the areas that i will need to texture text on nice and easy... i would have gone through hell trying to make the text work out on the last uvmap job i did... thank you again. :) also cleaned up the wires like you said.... is this what you meant?
I would say model then texture. Tutorials usually have a pre-made texture so when it comes to UVmapping its easier and it gives the person learning (us) no need to worry about how to create the texture just yet. However I am super new to this, so hopefully my reply will spur someone with better knowledge to give you a…
playing around with projecting my concept art onto the model ... i had the uvmap mirroring so its a bit symetrical.. otoh it came out nice so i am debating whether or not to make it asymetrical or not.. so now i ahve to go and flesh out medium frequency details yay ! also just for fun is the original texture + fancy pants…
[ QUOTE ] I also barely recall someone using Photoshop to calculate unused pixels... ? [/ QUOTE ] I haven't used the script. When I grab a UVmap from the UV editor I'll do one that's the lines and one that fills with solid white+white lines. You can use the photoshop average filter on the resulting file and the resulting…
I agree with you all but.... I just modeled a very simple axe with very clean UVs with very clean topology and the result was THE SAME. I guess there is a problem with my Substance Painter. What other software you recommend for baking? Musashidan, more than 1 texture sheet? I didn't know this is allowed. So I should UVmap…
Okay so i should be fairly set then if i triangulate the model before i export it into toolbag? Thanks everyone for the response xD Edit: I did give both normal post by Earthquake a read which is where i began to do the uvmap hard-edge splits but i may have messed up along the way, may need to give it another shot.