What exactly is the tiling issue? I'm having hard time visualizing why working with a small UV shell would be inherently difficult. Is there a screenshot you can share. As far as I'm aware a UV island is the same as a UV shell also so I can't discern what exactly you're trying to line up? Are you using a 128x128 image as…
i'll give the script a try... I guess i should have been a bit more clear. if i am doing uvs for 1 shell and select verts and hit my hotkeys it will work however if i am doing a piece that i have shells for repeating sections on top of each other and i'm just trying to line the verts up to match perfectly the hotkeys will…
From what I understand every UV shell has to have it's own smoothing group. Also every acute angle(something like 70 degrees or higher) should be broken/split. It looks like you have smoothing groups applied to every face on the low poly here. You are using Max so a quick way to fix this or to at least see if it is the…
Hmm, most of them headphones look like they have that cheap issue of having 'foam' cover in the most prominently sweaty parts of your head, especially in summer (top and around the ears) which can leave nasty smells on your heados unless you do proper cleaning on a weekly basis, instead of them being composed of soft…
It's probably a bit late now, but I'd have uv'd the tower and blade parts before I built it - or in max, I'd have built it out of instances. For the rings, lay them out in a straight line. The easiest way is to turn a circle into a renderable spline and use automatic UVs. It'll be quicker to rebuild them than try to lay…
Don't want to be an ass, but your slardar back armor looks a lot like my back armor for Slark. If I take a look at your concept it had been a crab shell, and now it's a lobster shell with exactly 3 pieces? After Vlad's last thing, I just had to mention this because it's nothing like your original idea, and I'm not sure…
well its not that fast: in maxscript you have to build up an array of the shells yourself because maxscript does not provide something like that. It means that you have to loop at least through all faces and another loop inside it. If you have a mesh with a few million faces it might awful slow things down. I wrote a…
Interesting, looks like you Relaxed all the shells, which gives you an even texel density across the model... but this creates a texture seam along every shell border, right? Also means the bark pattern is the same size on the trunk as it is on the smallest branch? I've traditionally done cylidrical UVs for trees, and…
There's another way which doesn't involve plugging in the command, although all it's doing is running that command, polyMoveUV. Select the shells you want to move and go to Edit Mesh>Transform Component (this tool in infinitely helpful). With the shells selected you should have the channel editor inputs for translate UV…
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