Project Valkyrie Update 3 Quick Update on this, worked a bit on the abdomens and the back. Since I am not familiar with the anatomy to that extent, I had to either eyeball it or I had to use the references placed on the grid to get it done. Still didnt marry the image though. --
I tried to use snap (to grid, because to pixel is relative to an image I think), but it does not snap to other vertexes in uv editor. I am using Freeform mode to scale. I don't mind doing it by hand, I just wondered if there was a more automated way.
Clip Studio Paint (formerly Manga Studio) has some 3D pose features, maybe you can take some ideas from that: http://shrineheart.weebly.com/3d-models-in-manga-studio.html One of those ideas being the grid texture that helps you visualise forms.
I tried to separate everything. In the end i got 4 materials: metal polished, metal brushed, anisotropic for screw bolt endings and wood. I had some issues with cavity map, solved it by increasing high poly grid density to 25mil. And finally everything is done.
We're in need of a Hard Surface Environment Artist who is Proficient in building Modular Environments. Requirements: * Eye for Detail * Can work exactly to the grid * Experience in creating modular environments * 3 years minimum professional experience creating environments for console and pc titles please email…
Took a couple weeks extra to work on a scene to give it portfolio quality. Posting this preview early because I won't be able to upload on Sunday. I still need to make the textures. The grid is just a place holder for UV mapping. What do you guys think?
Another suggestion from my side: Make Texture padding of 0 available! for example if you bake a grid like structure to a plane, you wouldn´t want to use any padding at all all in all, this tool makes using xnormal so much easier!
if i understand correctly, just select a vert, hold down "v" and drag to another vert. v snaps to verts. c snaps to lines, x snaps to grid points. nm, re reading your post, thats probably not what you were looking for. sry
Working on a grid, and keeping your pivots in good places is key. It helps to block things out, import them into UDK and build the scene making sure pieces will fit correctly, do some preliminary lighting, then replace/re-import the objects as you finish them off.
and here is the 1st block in, I just realised I'm missing a piece above the indented windows so i'll get that added asap :) please excuse the UV's they are non existent atm, I just wanted to check the grid snapping was set up correctly for my models.