A few ideas: Your model is upside down Your view is upside down, but still orthographic (use the view cube and make sure it says top) You're not in world space (hold w, left click, make sure "world" is selected) Y is not set as up and down. Z could be set that way (possible due to importing shit from another program).
Thanks! Now that you mention it, the mouth is maybe a bit too duckface-y, I'll probably tone it down a little bit. Not quite sure what you mean with the second comment. You mean the crotch? The inverted v-shape there is formed by the buttcheeks. @Koromo I'm going to do all of that stuff eventually! I'll probably start…
Maybe Mop's MultiObjTool would help? http://www.polycount.com/forum/showpost.php?p=2325303&postcount=8 I've used his 3ds Max version to export FBX files, not sure if the Maya one supports FBX though. Also have you checked CreativeCrash? http://www.creativecrash.com/maya/downloads/search?search=fbx&x=0&y=0
another polypaint update, should be the final one. I went in and mainualy painted more contrast to the face mask as it felt a little to photo-y earlier. I'm going to do the plaid in photoshp, just can't figure out how to do it effectively in ZB, will also add the dirt and grime stuff there as it'll be easier to iterate on…
Made some very useful alpha brushes out of 3D fractals exported from Mandelbulb 3D into Zbrush, which I then cleaned up and did a BPR, saving only the 16 bit depth images. These alphas were used with symmetry in both the x and y axises to produce this bit of geometry that I think sort of looks like an alien spaceship.
I reckon some of those edges might be a bit too tight... like that slight ramp up onto the upper layer is a bit too sharp, I reckon it wouldn't read too well when you bake it down, also wondering whether it may be possible to apply the same critique to the grill part of your model too. Keep working (Y)
y I will definitely texture her. Not really sure how to do it yet! First thing right now is finish the UV :< Although I posted this model here I probably will still go for a high quality render rather than real time renderable model. Also I really wanna make a good looking face out of this character.
I agree with chrisradsby. The thickness of the trees are throwing it off. You could add more leaves to the trees to make it more lush, but a quick fix would be to scale the treet trunks down and elongate them up in the Y axis. Get them skinnier. This method will stretch your texture maps, yes, but at that distance for this…
And? You have to realize that you are not giving us much to work with. Anyway, you can try this: open the material, add a TextureCoord and plug it in all the texture samples. Then change the TextureCoord node x-y values to change the tiling of the material. Also your Substance Designer is probably set to 2k resolution so…
There are a variety of unwrapping tools for max, and it sounds like you've done a number of investigations. To be honest though I don't think you'll find a magic checkbox to make the user interface match what you're familiar with. If you prefer to unwrap using a modo-like interface, then why not use modo? Then import your…