Hey man, I'm looking for someone to collab with for the February 1GAM (www.onegameamonth.com). Its basically just 'make something playable in a month' and I have a pretty relaxed approach to it. If you're looking for some practical insight to making game assets this would probably fit pretty well.…
Are you talking about mirroring/symmetry? Best thing to do in my experience is just delete the mirrored half while you edit UVs and then re-mirror it. It'll share the exact same UV coordinates as the other relaxed half. Then of course you can move both shells/islands in at once to keep them aligned
BeatKitano, why the negative vibe man? go take a walk and relax, I am not a silo user, and maybe not interested in the book personally (although it might be great!) you dont like the software? well dont post thats it. You say there is problems loading sample files? send him a pm or an email to ask and thats it.
What I'm currently doing is using the Relax tool from the Sculpt Geometry tool, then I re-project my geometry on my live mesh with the transfer attribute. (I don't use the smooth tool because it doesn't preserve the edge border.) It's not perfect or even fast I must admit, but it do most of the work. Example :
Yes I agree. I ended up changing the proportions to be somewhere between my paintover and the previous version. I also relaxed the eyebrows ( I want her facial expression to be fairly neutral since she will be rigged later on). Now that I'm back on track, I will probably finish the groom and do her eyebrows next.
Hey I'm 31 and not sure what my future holds either! I think you should relax. Life isn't a race or a straight path. You don't need to everything perfectly the first time. Go through life with your mind open, and you'll be presented with an unbelievable amount of possibilities that could lead anywhere.
I'd recommend possibly setting your gradient to an unlit shader as well. It will help with the sharp edges. Or if the plan is for the gradient to be replaced with a different texture later get your smoothing groups sorted. You can also relax that corner vert before before tessilation, should give you a more radial gradient…
The loop that connects to the body looks to stretched out to me. The faces are getting fairly nonuniform. I would sale that loop up and maybe add another where that one used to be. Maybe Relax all the verts on the bewb to average them out as well. There is a 5 sided poly in the profile where it connects to the boob just…
Why do you need to re-do the pelting completely? Seems to me you just need to do a little Relaxing if you add/remove a few faces and get therefore mess up the texcoords a little. You only need to define the pelt seams if you're going to re-pelt it from scratch each time.
Most of the best Chuggnut tools are now available from MoP and from FatAssasin. CrazyButcher's LCSM Unwrap pelting system is also highly recommended, as is Olivier Vandecasteele's MorphMap aligned curve-mapping script, plus Mop's Normalize UV Scale and UV Line Relax (when are you gonna link em on your site Paul?).