Today I made a quick test using posed actors on the scene the results are mixed for me Pros: - I do really liked have some people on the spaces I built, it gives a believable "life" Cons: - I only have a few of this actors, I need at least 15 - The actores are scans, so they had a blocky hair, I can try draw some normal on…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
In general sub-forums tend to be frowned upon here, for a few reasons: 1) They fracture the community and often hide posts that might get more attention. It's easy for the traffic in those sub-forums to drop off and look dead. 2) Proper naming of thread titles often replaces the need for sub-forums. For example we don't…
Is there something wrong with using shaded UVs in Maya? Any backwards-facing shells will appear red. If you have mirrored/stacked UVs, they will be a sort of purple color (red mixing with the front-facing blue shells). I guess this is still manual but it's far more effective than inspecting a checker texture against your…
i understand that, i guess i'm terrible at explaining things. thing i was hoping for is a script out there that does the pelt mapping for you once you define seams and automates the process of pelt mapping for each uv shell. so you wouldn't have to grow selection to seams and hit pelt everytime for each individual shell.
Did some more searching a tests.. and it seems my problem is in the rotated UV shell. If I have UV shell split in half like on this blade, I should maintain same orientation in the UV space. Therefor i have to repack, rebake and do some of my texturing again.. Oh well.. Fun :D
Now, what i really wanted would be to make the script work when the Show End Result is toggled in with a, let's say, a shell modifier on top. When you put a shell mod, and go to the base editable poly and have the show end result turned on. if you try to you the tool, it spits out an error.
Snail progress. Is the shape language ok like this? Soft body -> edgy shell? Too much contrast? Does it look strong and tanky enough? I wondered if I should add something shell-based to its arms like the armadillo. To emphasize the impression it can break rocks with its bare hands, like punching gloves.
Depends what your uv layout looks like. - You could split smoothing groups at the UV shells ( my favorite ) - You could keep it all on one smoothing group ( first option is better imo ) For option 1, you can run a script inside "TexTools" that splits the smoothing groups at UV shells. :)
I am writing a tool to detect overlapped UVs and uv shell crossed over udim border. If anyone like to test here is the link key features: -detect overlapping uvshell -detect shell cross udim border -show overlapping faces -select uvshell in single udim quick demo: https://youtu.be/QmCZ8ZWag1w download link:…