ok, here is initial concept: http://www.jasonchanart.com/gallery/2005/fanart/gnomes_big.jpg By Jason Chan, for World of Warcraft. And there is uvmapped model- next texturing. feel free to comment and critique that shit please, cheers!
Hello , I had been trying the last days to use Quixel and texture my big spaceship model with it , the model is high poly , but despite I have uvmapped every single pipe and bolt on the model I am finding really difficult to be able to assemble all the pieces into manageable textures , forst of all if I merge allpieces of…
Ok what I need to do is , make a low poly model out of my supermillionaire model , and uvmap it , then get the normals and other maps from the high poly to apply on the lowpoly and put it into a game :) ...
You can still fix it easily, if you're willing to do redo UVmapping again. Simply delete half your model now. Remap it. Then mirrow your mesh, and put them back together.
i would like to be honored to uvmap prs phils latest model download here you can now skin the monster i have made a christmas monster i hope you like it
This is a Chun Li model I have been working on I'm happy how the mesh ended up, but I was to lazy when making the UVmap so it didn't turn out too good. A leason well learned. Flat Texture
First of all thankyou for helping me .... I applied an opensubsd , I can upload the low poly but the uvmap will be different , because I used the subded one to catch the shape of the inlets between panels for the AO and uvmap that otherwise looked distorted once I applied the opensubd in render . My objective with DDO…
You don't need that much padding as you have on your first uvmap picture, but you don't have enough on the second picture I think. You are wasting almost the half of the uvspace on the first pic.
Yeah, I was also just checking that thread. To me it looks like it can work, but there are many questions. As the others saying in the UVmap thread... Like how tangents would work, how to use with normalmaps etc.
This problem is related to your uving.Try tools/relax in the unwrap uvw editor, because those supportloops dont have proper uving.They are really close to each other on your uvmap, and this is why you get the stretching.