- Unskipable cutscenes and intro. - Obvious lazy uvmapping - Inconsistent texture resolutions - Goddamn fucking quicktime events. Worst shit EVER. - Not being able to save when/where I fucking want to.
We use flatiron asa apart of our pipeline, but not for baking, but for the uvmapping. Id also recomend using the engines bake, unity and unreal both have it built in and its pretty good on both.
a uvmap doesnt necesarily have to have that jigsaw puzzle layout most effcient environment assets have lots and lots of crazy overlapping uvs reusing/sharing pixels when ever possible.
thanks its always intresting to test out some new UV toolos for maya. was just about to unwrap a model so i will test heavily on it with your uvmap tool thanks again
Been using Blender for uvmapping for years, I can do it in Maya too, but overall I've not seen a reason to move from Blender. Though I'd like better uv packing tools.
thanks! sweet layout vig! I never thought of rotating the helmet like that, I have to admit uvmapping is probably my weakest and most disliked part of the game art process :P
n30g3n3s1s: I woldn't mind to get in contact with you... IM or something. PM over at HL2. Thanks, EarthQuake! I will start UVmapping as soon as I get the mesh how I want it.
when i had my old computer wich sucked balls i used to make a simple plane then uvmap it and make the highpoly parts on that, then i would add in the detail through photoshop.
I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
ive been playing with the high poly offset feature with exploded low poly mesh, and maybe i have to use a cage but just with really small ray distances it still renders artifacts onto other parts of the uvmap .. any ideas ?