Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
I think that was in the Headus UVlayout tutorials. edit: I think it's a widget called kbstate: Mouse and Keyboard Actions. I can't find out anything more than that. Something to do with an Ubuntu applet.
problem with that tech speed maker is that the trees have no uvlayout , I tried and it has a messed up uvmapping and as I see would be more timeconsuming to make uvs for all the branches than using the splines I guess...
Bit of an update now. Hi-poly sculpt is finished. I've UV mapped the whole thing with a neat program I found out about through a friend called UVLayout. It has really helped with my workflow.
This actually looks much more impressive than your previous versions - more impressive than UVLayout, which I've always preferred over Unfold3d. Put me down for a mac version request. I'd buy it.
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
Have you checked the UVs of the object? I had it on a recent object that my mirrored geometry UVs got messed up after I imported them back from UVlayout. They were flipped and rotated poly by poly.
UV tools will need work from what I've seen of them. It's great that you can define seams and unwrap, but most of us need more than that. I'm content to send my stuff out to UVLayout and back.
Could you post any UV Mapping texture tools you know off, or tell us what method you use. Maya 2015 UV Editing Overview [ame]www.youtube.com/watch?v=1ZJx3xr0xOM[/ame] Headus UVLayout https://www.uvlayout.com/
Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…