Are you not sculpting a higher resolution model before you get to textures? I have a feeling your sword could really pop out and be awesome with the hilt wrapped with leather, and the blade having the small indents and wear of a used gladius.
Yeah I would expect to raise some eyebrows carrying a bunch of bare circuitry through the gates. As suggested, I think just wrapping the components up and shipping them out would be the best way, they'll be insured then too.
The high polygonal mesh does not need to be unwrapped. Only the low poly mesh needs it, because we bake the high poly onto the low poly. Think of the high polygonal mesh as a stamp that wraps itself around the low mesh.
Okay good to know. Looks like I'll take this boot back into Maya for now. I've just been watching people make entire models from a few primitives in ZBRush. Still can't wrap my head around that.
@Elithenia Thank you! :) @ziikutv Thanks! @Doxturtle Thanks man :) Yeah it's an example of bad AO I guess haha Lacking motivation to wrap this up, so I took some shots of the foliage and props I've made for the project.
It's yours for $300. http://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game I don't like the idea of attempting to walk up the wall of a small sink for hours hours, with a ring wrapped around my waist.
Ok new request, Is there any program out there that's the equivalent of draster's "nex" program for max? The 2 main tools I'm after is quad draw and shrink wrap. Both revolve around you being able to setup a "reference mesh"
Very cool, reminds me of hewlett; but Im still fuzzy on how this works in a rotation. it looks like your just using cards with alphas for front and back, so i guess the modeling just wraps the left and right angles?
Cheap's mind is too simple to wrap around Vim. Do not use Emacs for it is the way of the dark side. But seriously, MSDOS edit sucks, get a better editor. Context, EditPro, Vim, whatever strikes your fancy (as long as it's not Emacs).
I think he means bake one texture from an unwrapped model, unto another not unwrapped (wrapped?) model's vertex-color information. And yeah, that's what I've been trying to say, I don't think that's currently possible.