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?).
I use a combination of Roadkill UV (Maya plugin) with Maya 2k9's UV tools - specifically the new interactive unfold tool. Roadkill usually gives me a pretty great unfold, and then I just relax it a bit with the interactive unfold tool. Throw in some planar projections, and things get done pretty easily.
I made it to about 9 pairs of legs, then couldn't find anything else to eat. Fighting my own kind was fun. Very unique and relaxing game. Wish there was more, or am I missing something? I downloaded and played full screen. And it works great in firefox for me. You guys needs to fix your installation.
very cool! i love those feet! maybe make the side profile a bit less rigid, by bending the arms slightly backwards and forwards at the elbow. (stand in a relaxed pose and see for yourself what i mean). His lower legs seem weird and broken too. (feet are too far forward). hope it helps!
Hey Guys, How would you do light maps for an object below. its all one object, if i do a planar from the top and relax it, then i get some swirly crappy lightmaps. if i flatten it all, then i get crappy seams at both ends which also looks crap. tried lots of different ways all result in bad lightmaps. Any help? C
Thanks Noren, yeah the head render is just a paint over. I don't think too hard about file sizes, is it taking too long to load the page? I agree about the alien, I should do a bit more of a relaxed t-pose render for it. Maybe when I get it on my site.
Hi, it looks like this project is shaping up nicely. I was wondering: is there a specific reason why you went for a T-pose instead of an A-pose? In most situations, A-pose is better both for modeling and for rigging. And if this character will be used in a cinematic heavy game, that would very likely help making his…
Artwork looks good, not crazy about the voice over as far as trailers go. I tend to stay away from MOBAs even though gameplay wise I like them, it's the general communities that scare me away. Never thought I'd see the day where counter-strike's community is relaxing compared to others.
I think theres parts when they are running up the tower that the camera angles are really impairing the view of the animations, in general I'd probably relax on the jarring transitions and go for some more subtle angles with less cuts. Pretty neat though, I like the idea of doing a vignette shot before showing off the…