thank you, i also had to change coordsys variable to local since origin as shown in tutorial isn't valid in max anymore. Is there any difference between local and grid settings for coordinate system? I didn't notice any change in data that got stored.
haha wow we're practically in an identical spot. Its looking good! I like the treatment you did with the door entrance and the left wall with benches. Mines just a normal size door and blank wall. Hows the molecularity of your scene? Stuff snapped to the Grid and such?
Keep your asset snapped to the grid and do U > Cube Projection. For more complex shapes with round parts you can use the Object texture coordinate with Box Mapping and adjust the Blend at 0.1, then bake a diffuse map: https://youtu.be/6mbo474uhOA?t=1m
JesseMoody, Thanks for clarifying the principle. I was confused since the flipped character from my grid texture version. Ended it up with making another set of UV with half piece of mesh, which results same filpped character on mirroed mesh. Thanks a lot~ JK
Oh yeah, painting over blockouts is done all over the place. It's really good for level design concepts, and a lot of great concept artists use this technique to quickly get an environment together without having to spend ages sketching perfect perspective grids and lines.
You'll get stepping artifacting along your edges as its not aligned to the grid, which becomes much more apparent the lower the resolution. However, given the organic nature - your uv shells aren't completely straight to begin with, so those issues would pop up regardless of its rotational orientation.
Thank you so much! 😊 I took your suggestion and added a human mannequin for scale reference, which is actually super helpful! I also reworked the neck connection and beefed up that first leg segment to give it a more grounded feel. And I did a bit more blockout overall as well. Here's the updated mech... Always open to…
Hi everyone. I haven't been around for a long time and I have been refreshing my fundamental knowledge of 3D art. I spent some time this week studying optimal texel densities and texture map resolutions, which led me to come up with this reference sheet: It's the result of some study notes and a deeper exploration in all…
ah my bad! sorry :P Oh ok awesome, I sculpted the creases but struggling with the grid like undertone of the tape :\ I might have another go at the tubes I've done as I am not hugely happy with them. Thanks for the info though dude! :)
This is why CGhub was so incredible. It was a gridded wall of images. No messing about, no hidden pages etc. Finding all the cool art on most art sites is a maze, especially Polycount. I hope we can get a wall of thumbnailed art going like CGHhub.