This is something I'm currently working on while following the tutorial by Marc Brunet, Ultimate Carrer Guide 3D Artist. How can I improve on my sculpting skill? I can see the skin got a lot of random bumps but I can't smooth it out. Any critique and help are really appreciated as I really like this character.
There is something wrong with this mesh and I can't figure out what. The uv's wont unfold correctly, I tried to clean up the mesh, I tried to merge the vertices, but nothing is helping. As you can see in the image below, the lower extruded part of the mesh is beeing unfolded properly. Any thoughs to what is causing this uv…
Reminder to @artistb I am merging your topics together into "Free Blender 3D Tutorials on Youtube". This is how we manage members who only advertise their own content here, but don't otherwise interact with any other members. As a reminder, please only post in your original thread, thanks.
After a bit of fighting with merging texture sets, I have an update for my pumpkin man. Next up, rigging and posing. I'll also need to add the huge lance at some point. @Kiraitul How did you do the pattern on the coat? It looks really good.
Hi Jerc, I got those error as well but bake come out nicely. What are those error says actually? I saw somewhere that the error is saying there is no UV data on the highpoly mesh (?) but why do we need a UV data on highpoly mesh to begin with?
If you have your view locked down (Zapplink can store some views), you can use Zapplink+Projection Master to apply the same gradient image to each subtool. You can either do them one at a time, or have a temporary merged copy.
like i said, iam new into this and i thought it would be better to have it into one part, since it is one part in real not too shure about it though and thanks for elveryone else i will try to merge some things and delete the loops and post the result later on SnowInChina
I merged the AO into the alpha channel of the roughness, so even if the benefit is small, I don't think I'll lose much by having it. It is an improvement. Thanks. I've made some fallen leaves now as well. Close to finished. Bit too much specularity, maybe?
In our engine we have that exact same problem, we solve it by having the game combine and merge verts for all similar pieces (like all wall sections) below a certain poly count when it builds. It also drastically cuts down on poly counts too.
Hi Jerc, I realised after posting that I had a previous version of UDK installed tomatch up to my uni computers. It was build 9505 I think. So, I am in the progress of downloading the latest version. It's called 2014-08 in my download thingy.