The way I would do things is in UVunwrap edit mode to simply select everything in face mode and apply a planar map. Then with the whole selection apply some relaxing (so they are relaxed but still connected). After that just select edges and then hit CTRL+B to break them there. Relax each UV shell after that an you should…
There are several polycounters here with 3D printers for hire. I've got a Rostock MAX, which is kind of unique for A) having a very large vertical cylindrical build volume and B) being a delta format printer that doesn't move the printed part as it works. It's great for figurines and sculpts. I've currently got ABS, I can…
A. This is a workflow for getting around mirroring problems, nothing to do with what he's asking B. Just offset your mirrored uvs by exactly 1 unit, no need to mess with adding or removing any modifiers. Max does not support multiple low meshes when baking, you will have to combine them all into 1 mesh before you bake. You…
I didn't say you couldn't, jerky :) Just that you can't get great results from perfect box geometry (unless you do world/object space). You have to fudge stuff, add verts, or as you suggested, do multiple bakes. As a quick A > B workflow, adding more bakes and composites may not be the best idea. A simple chamfer and it…
Regarding anatomy, most attempts to make it for just a 3D artist audience is A. limiting the amountt of money you can make and B. it's not just applicable to 3D or even just a few areas of art, etc. I personally recommend Figure Drawing For All It's Worth by Andrew Loomis. Something tells me you knowing where muscles…
B-but muh 90 degrees corners...Don't you get some artifacts at those sharp places? I thought EQ had proven in the thread you made that that method did not work with complex shapes, since it'd skew them? I still use xNormal with averaged cages to bake my stuff, but I'm super eager to start changing my ways. XNormal not…
Ok, grabbed some random stuff off of cgtextures Ignore the multiply part, I thought there was a bug where I had to load a blank texture in even if I wasn't using it, turns out I needed Blend2blahblah selected (circled) Here's the tree textures > texture A, B and the overlay (I it in both overlay slots so it overlays the…
I know, but as i mentioned it leads to hungreds of texture sets for every model parts, and merging them by those TSC utility can cause artifacts, probably bacause of dillation (but maybe i just doint something wrong) and anyway its not great to have that tons of files and merge them all the time if you change something.…
The cages will likely intersect causing baking issues. When creating your LP you should try and conjoin as many meshes as possible, unless A: Needs to be animated or B: its at a very strange complex angle. Conjoining LP meshes will reduce the amount of UV seams and allow for greater texel resolution and make the texturing…
I took a few more days to finalize my entry. Decided to diversify the patterns a bit for other vehicles. the t34 still follows the original reference, but other vehicles have different patterns on them. Here are screenshots of the whole pack: Making sure the patterns were meeting correctly at the seams was a real b****h,…