Here are the final assets I did for the map Refuge. Shell 1 got scrapped and redesigned into Shell 2, both of which were done 90% in 3D Coat. [vv]74304834[/vv] [vv]74426990[/vv] [vv]74524592[/vv]
The UVs aren't optimized quite yet. This tutorial might help clarify some things with the UVs but definitely create as few shells/islands/groups as possible. You should easily be able to only have a handful of UV shells with this simple of a model.
I downloaded you mesh file, your shells are unwrapped really strange. I would do it with one planar unwrap and one cylindrical instead of splitting it in the middle. Still a bit of stretching on the shells front but it will give you a better bake.
Yeah, 8 with Classic Shell. I liked Classic Shell enough that I installed it on my Windows 7 machines too. I prefer the Windows '98 style program menu. I don't have any problems with Unity and Max/Maya.
Probably need more edge padding? It looks like the "void" or negative space around your UV shells is bleeding into your image area. This happens quite a bit with textures that are "MipMapped". The solution normally is to bump up the padding around the UV shells.
For people who are struggling with how to bake the hard surface prop, you probably need more than 1 texture set (i did 3) and dont forget to straighten your uv shells, and smoothing groups by uv shells, for optimal bakes!
I'd always been wondering why i couldnt move uvs(shells)in Maya UV texture editor free. They jump, move back when it's close to another uvs(shells) it loocks like some kind of option could be unchecked to disable that.:poly121: Does anyone can help me with that? Thanx in advance!:poly121:
Hey Polycounters ! Making some game ready fanart of Batou from ghost in a shell. only normal mapped no dif,spec textures etc. ref: Does anybody know of a sick weapon from the Ghost in a shell series i can give this guy ? Feedback/Criticism much appreciated.
Why not just weld all the geometry elements together at the seams in Maya? That wont harm the UV shells, and assuming the shell borders are the same as the geometry borders you could simply export from zbrush based on uv-polgroups to get the original breaks if need be.
funny enough, i listened to that one yesterday, and what they were talking about regarding bad smelling food in the office happened at the studio im at the same day. lol. someone decided to heat up some fish, and the smell made everyone start gagging.