just create a plane without any subdivisions, so a single face and it should cover the whole 0-1 space. then after baking you just split in some extra edges and move vertices around to get more shape and to follow the silhouette of the texture :)
Thanks guys, I'll that a go as soon as possible(probably tonight). I thought about adding the horizontal loops, but I figured that would introduce more edges when the vertical ones weren't even fixed. I'll give them both a shot though!
Another method is to create a vertical slice, a proof of concept level of your mod with all the features you want it to have. If you can manage that, and get good feedback from the public then you can just move on to doing the same thing till it's done.
Another thing to keep in mind is that for a lot of these houses, the wood grain appears to be facing the wrong direction. most log cabins (and houses in general) have logs/planks placed horizontally, rather than vertically. I love your trees, though! Keep going!
Make a vertical reflected gradient in Photoshop and convert that over to nDo: Something like that should work, but rotated 90 degrees of course. I'd make it 50% gray where it's black and leave it at white in the center, unless you want it to look recessed instead of extruded.
Thanks for the comments, guys, but I already tried going as high as 64, and was still getting faded wires near the vertices. Final gather and GI off as well. No idea how to explain this. Gotta resort to some other tricks like suggested, I think.
Hi, good job on these pieces of art. I'd recomend to polish a little bit your anatomy and look at your overall proportions. Turtle's legs are bigger than they should above the knees. And your second humanoid with the wolf hood seems kind of stretched vertically.
Thanks, that works. Also instead select all verts I need to select the ones that share the same distance to 0, otherwise it simply shift all selected keeping proportional distances. Scaling all verts with only scale vertical also works fine.
It might just be me, but I think the issue with the legs is that the knees seem to be torqued inward as opposed to pointing straight out. Jeremiah is correct that the knee should be raised, but as the same time it should also be rotated outward away from the model's vertical center line.
Okay that was quick. How does Maya handle it then because I thought it used nearly same same way of splitting vertices of as Blender. Probably dumb question: Where do get a cage that you could import into XNormal from? Thanks, that was very informative.