You don't need to use any of the area outside of the usual 0-1. When you mirror the geometry, if you've unwrapped the UVs already then the duplicated geometry will already have the same UVs. They will be right on top of the originals though so unless you have Mayas shade UVs on then you won't see it. So the UVs are now…
sups David Well this usually depends on how much freedom I have for the final product. If I'm just doing something for myself I usually start out with a tiny scribble/silhouette and basically just start picking out shapes while I'm keeping the pencil moving. For instance if some shape starts taking the look of an arm, id…
Depends on how big your balls are. Only after they mention salary should you start negotiating, generally you should never start talking about it yourself (unless they actually say you're hired but never mention the compensation). If the amount is low, I would tell them you've heard X amount is the usual starting pay for…
Great stuff again, but for some reason I prefer the newer ones (the original topic pics) - IMHO the likenesses are more consistent in those. The John Cleese one here, I don't think the area around his eyes is dark enough, or has enough wrinkles, and his face looks slightly the wrong shape in the front view. Looks fine in…
Hi everyone, I'm starting a new project. I want to deviate from my usual themes and start something different, something more 'fantastical', something that will allow a change in style. Before I get started however, I need your help to decide on a concept. I have found several I like and I want to make all of them almost…
Hey everyone, I am having trouble figuring out how I should make a normal map for a character; it seems like there are so many different ways; should I make a high-poly and then build the low-poly around it, or make a low-poly and build the high-poly to fit it? I have usually been making a low-poly and trying to build a…
This is just a silo viewport grab to test out exporting. Modeling in Silo and detailing in Zbrush. Posting a bit to early even for a wip but I wanted to get some feedback before I continue on tonight. I don't think I'm getting everything I can out of my sub d levels. Current poly count is 500,000 on this piece. I am using…
Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
Hello, Wasn't long at all would like to hear more :) About texture size it all depends on texel density of course but I never recommend more than 4k on one texture, specially in an old engine. Instead if the game engine has UDIM support or can it be modified to support it we can have turn each texture into 4 to upscale…
So sorry, such a Late response to all the messages, I though I would get to do my posed model before the holidays so I was waiting to answer to all this but this is getting a bit too long. I WILL be getting my rig sometimes soon, my rigger unfortunatly got a bit busy and didn't get a chance to work on it as early as she…