First time mirroring a character to save texture space and I've come upon the seam that runs down the middle of the character...as well as incorrect lighting on the mirrored side. Ok, I searched through alot of posts and various sites for hours before I decided to ask here. I went through numerous trial and errors 1.…
Hello guys. I appear to have an issue with the Maya veiwport. My mesh will not display no matter what mode i'm in. It's completely blank with no mesh in sight, yet the HUD is still giving me a tri count. I have noticed that all my other veiwports are working just fine but framing the object won't fix the issue, therefore I…
I just installed Quixel Studio 2.0, and I'm running Maya 2016. I installed Quixel Colors after my installation of Quixel Studio 2.0. I followed the steps on how to install Quixel Colors on the Quixel Website, but I'm having issues. First of all I'd like to state that my Quixel Studio and Colors are installed in the default…
Hi, I have been working on hard surface modelling for a while, I believe I have summarised a quick guideline on how to prepare low poly model for baking good textures. I am going to be very brave and share them here, so in case I made some wrong assumptions, people can correct me. ---- (1) Ultimately you want your low poly…
@Devon M This one works in Maya. I can't remember who made it, but it sits on my shelf and I use it constantly. It's in MEL: string $objList[] = `ls -sl -o`; string $uvBorder[]; string $edgeUVs[]; string $finalBorder[]; for ($subObj in $objList) { select -r $subObj; polyNormalPerVertex -ufn true; polySoftEdge -a 180 -ch 1…
- From a design standpoint try to get consistent angles in the language of your geometry - having several different angles of lines can quickly create a chaotic and unpleasing design. - Respect the rule of thirds and watch your proportions - try to add details and breaks around the 1/3 junction, not the 1/2 or 1/4. Try to…
The edge padding isn't the problem I tried to decrease it to 2 same results and 1 same results. I turned on GI I had it set to medium settings. When I don't explode the mesh I get the same results. I have my smoothing groups set to 1, this uv shell is mirrored and offsetted -1. I wonder if it has something to do with that…
Try this mate, Turbosmooth iteration level 1 > Unwrap then Turbosmooth iteration 1 or 2 or as much as you want. These is a reason why most top teir concept artist who have switched to 3D are now using less sub D and making more hi poly stuff without it. Edge flow is the key here. Since with mid level model where you ll…
i have known this problem for a long time. if you import a 1 bit alpha texture into unreal3 it doesn't cause this problem for some reason and i figure its saved it as a 1 bit dds inside the unreal packages so there can be engine side solutions to the problem ! the problem indeed is that it will turn all the alpha areas…
That unwrap is pretty dire mate. You should be focusing on that before texturing. For some reason you keep jumping the gun (no pun intended) and rushing into stuff before the stuff before are nowhere near as good as they can be. You are wasting like a collective 40% of your UV space which is going to result in some poor…