That automated atlas script looks very messy, moving UVs "by hand" isn't hard to do at all, especially compared to moving vertices in 3d space. If you need to rely on automated scripts your just putting yourself at a disadvantage.
curved line is more prone to jaggy edges doing straight horizontal and vertical lines like in your first post and the example i did it doesnt really pixilate. that shader does put the vertex blend over both btw
cool. I'd make the upward cut @ 178 more vertical so she more or less lands at the same spot instead of some distance back, then do the spin action starting from the landing crouch same way as the ref.
Wow, I found that the error is in the mesh. The mesh vertices is wrong, and with concave and share errors. Well the best thing to do is redo the mesh so that errors do not act on the geometry. Test with a simple mesh, thus will exportat the .chr normally.
Oh wait, I think I got it now, I just need to: 1) dissolve the upper edges 2) bevel with offset + segment of 2 + profile of 1 3) clean up duplicate vertices with "remove doubles" And done:
First try to align your UV shells and edges to horizontal and vertical axes. This will give you cleaner results. This waviness can be cleaned in any image manipulation programm, just use a smudge tool to clean them up a bit.
hey! need help with detaching complex edges combination. In 2018.4: Simple cube. Things get strange in some cases when detaching different bordering edges/loops (>1). Edges are good splitted by two, but vertices are staying unchanged, >_< ?
Yes it matters a lot actually every software has a world vs local tranform its matrix mathematic. dunno what you're using but pivot point are never supposed to be resetted since it is so crucial to meshes and vertices info.
It looks like you've correctly split the uvs with hard edges there. If you box-select vertices in the problem area, are there any duplicates? Edit: You can also keep that interior as a single shell mapped straight, think of it as unrolling a ring.
Cool illustrations! I really don't like the side scrolling on your site though. A simple vertical format would be better imo. Also you might be better off at http://www.conceptart.org/forums/ Polycount is kind of for game art ;)