So here's the idea: 1-Pay close attention to whether any given shape you are drawing should overlap/occlude the shapes around it. 2-Is it in front, or behind, other nearby forms? That's it. It's tremendously simple, but stopping yourself to think about this could save you a ton of trouble starting out. Being confident in…
Theres a lot of wasted UV space there, pack your UV shells closer together. If this is gonna be a First Person weapon, then don't be afraid to scale the UV shells of the parts that would be seen most ingame, giving them a little more texture resolution. You may be better of with a 1:2 sized texture for a weapon like this.…
Everywhere you have an angle of more than 45 deg and a hard edge, you need to separate the UV-shells. Otherwise you always will have this lowpoly artifacts on your normal map. Only 3ds Max has this problem, it’s just fucked up! You can bevel everything, or set some smoothing groups to achieve a better shading on your…
Have you tried the shell modifier? Or perhaps the shell modifier? Seriously though, need more info on what you're actually trying to do. Does it just annoy you while modeling that you can see through the mesh? In that case there is probably a material setting or something (sorry, not a max guy). Are you making something…
Ah I see I'll have to research that UDIM pipeline. A bit of clarification though, that one large shell is just one that I have changed to the correct texel density, the rest have yet to be changed (you can see the mirrored UV shell that hasn't been changed yet in the 0-1 space.) Also with the UDIM workflow does it effect…
Adidas ha avuto modelli di allenamento che hanno spianato la strada alla adidas gazelle blu bambino. La Rom del 1960 era una scarpa in pelle con suola increspata e punta in pelle scamosciata che era stata programmata per le Olimpiadi di Roma di quell'anno e l'Olympiade del 1964 era la preferita della squadra tedesca, con…
Oh right cheers Ruz, I'll check that out and as for those errors prolly had to zoom in a bit more when sreenshot - getting localized seams over smaller UV shells plus pixelated aliasing along diagonal splits for a few larger ones.
Wow. Thank you so much for the lengthy and informative feedback. Good to know those links did work in the end. :D It might take me a while to fully process and understand some of it. ^^; I'll try and go over everything I'm a bit unsure about. I was a bit unsure whether or not to modify the purse strings. I didn't want to…
Hello Polycount, I'm currently modelling a concept for a rhasta themed ward and wanted to put in some gaps in the model. (see the gaps in the middle of the body texture) My question is whether or not i will have to shell the body polygons or not to apply a texture on the inside? The reason this may be an issue is that…
I have a strange issue with black shading on the UV shell edges of my model than I apply any material in Substance Painter. I'm using normal maps baked in Marmoset Toolbag 3 and there they all look fine. How it looks in Marmoset: Than in Substance Painter, it looks OK, while I have only flat color. I've tried to add a fill…