You can use the "UVW Map" modifier (instead of UnwrapUVW) and set it to face. It will map each face to the 0-1 space, basically stacking them all for you. You could scale the whole thing so one quad fits the 0-1 space and the rest just hangs off and tiles. Also texTools has a stack function. You could break all the edges,…
Cheers for the examples; I understand the second example doesn't really make sense, I was literally just pointing out how I've been told that UVs can be OUTSIDE the 1-0 space. Cheers for all the examples, but I'm guessing you can as i was told use OUTSIDE of the 0-1 space for repeating walls etc? Sorry to sound simple but…
Update all most done Wire Shot-http://orig11.deviantart.net/007c/f/2016/101/b/5/wire_shot_by_tjcarbis-d9ymxa3.jpg Beauty Close Up Shot-http://orig04.deviantart.net/107e/f/2016/101/f/0/beauty_close_up_shot_by_tjcarbis-d9ymx9z.jpg Beauty Long…
I can't think of what can be done with smoothing groups that is impossible with hard edges. ALSO There is workaround in 3ds max to control hard edges: In editable poly turn Use NURMS subdivision on. Set iterations to 0 so it won't actually subdivide geometry. Now crease spinner controls hard edges: 1 means hard, 0 means…
I haven't read through your crit notes that you've already got on this thread, but I can give this piece of feedback: on your main demo reel, shown here: http://youtu.be/QFJLA3ikbcY?t=42s at 0:42-0:44 you have a weird "flip" in my understanding of who the badguy is... its like an equal 1:1 horizontal flip of the camera…
0-8 hours during daytime at work depending on the task, unless you count fixing radar and depth/collision models as modeling as well, then 8. Plus 0-12 hours after work depending on how caught up I get on a model for one of my personal projects. Scripting in blueprints and learning c++ for UE4 is a nice break too! Nothing…
The Hans sample project does not crash for me upon opening Substance Painter. Which means it has to do with my files, whether they're set up strangely for the program or something else. Had to recheck if this was happening with all of my past files, and it seems to hold true. Here is a sample…
My guess is that this occurs when there is shading variations in the matID map. So if you have pure red, green and blue, and add some 253 0 0 pixels here and there, dDo will consider it to be a separate material (but will fail to map it into the model) This is entirely my fault ofc, but it would be nice if you guys could…
I got mugged when I was in high school, I'll never understand why a person would hold a knife against a 15 year old at 5 pm(I was returning from school with a friend) to get money. I gave all I got in my pockets and that was no more than 1000000 TL. (Don't mind those 0's, that amount doesn't make even one dollar(and 6 0's…
Okie doak. Here is an update with the normal map. I think he ended being just over 4200 polygons. Oh just a little thing I have been wondering. Does anyone know how I would render with an outline like the one in this screen. http://boards.polycount.net/showflat.php?Cat=0&Number=174952&an=0&page=1#Post174952 I've seen it…