edit: yes i agree... i think this was a real bad head model to texture .. now that i got a little experience with this i think i am going ot have to dump this and model a different head with a beter uv layout and start over .. i will update this thread later
It's about this time when I like to ask you, the Polycount cognoscienti, for your opinion on my portfolio. I've just about got the style & the layout sorted, and I'm working on expanding the content in the 2D section. C&C's please! Click here to begin bashing my site (in a constructive way, of course)!
I've read on this forum a while ago that somebody was using a Max script or plugin that could calculate what % of your UV layout is unused space. I have been searching this forum and can't find it anywhere Can anybody tell me what this script or plugin is called?
How do you rather unwarp those kind of shapes? as continuous as possible or would be better to cut it to have small and easy shapes to fit the uv layout? Like here with those big flat shapes, the green lines are seam to illustrate what i mean by cutting them in smaller parts.
Hey, I am having trouble finding solid information on the types/best of techniques here are to model a hand in Maya as well as the recommended topology for it, to be able to use for animation(There are many version unsure which is best to use). I would like to ask what are your favorite methods or recommended topology…
Hey everyone! First time poster, been a spectator for some time.. was hoping I could get some feedback on the presentation and ease of layout for my website.. All feedback will be appreciated! I am in my last semester at the Florida Interactive Entertainment Academy in Orlando Fl. www.fiea.ucf.edu/~mbauerlein
Recently stumbled across this open source compositor in the works. http://natron.inria.fr/ Everything from the layout to the controls is nearly identical to Nuke, which I cant say is a bad thing. Hopefully there are no legal repercussions as a result. https://www.youtube.com/watch?v=lmaUu82lhho
Slight improvement over the previous. But I pretty much have the minimum required proxy meshes, to establish the layout. Now I can start making the higher quality final assets, and start setting up the lighting in Unreal. Notice how the beam above the staircase adds 'interest' and 'feeling of realism' to the overall scene.
The Pool room concept looks good. How would the layout be constructed in a production environment? Usually, a pool room like this would be enterable from the exterior so I'm not sure if there is any modularity involved.
Small update this time around. Busy with work and packing 🙃 Refined her horns, clothing, and armor (?) bits, but still pretty blocky! Added some messy poly paint for fun and started to layout a potential shot when I get to rendering.