Another option you can try for an asset like this is to apply the base texture is Max's 'render to surface' This will wrap the texture around the unwrapped object using tri-planar projection and may help to blend the seams. Your UVs look to be distorted along that seam. Did you view the object with a UV grid texture…
Jackablade Thanks for the tip man! Ill be sure to beef up the thinner parts. The actual 3D print won't be the final product btw. I plan on using it only to create a mould for the product Neoncypher Thanks mate. Ah good point. I shall rework the forearms! iWeReZ Ah thanks for the heads up man. I am still trying to wrap my…
lookin cool so far, tho i wonder is this for a realtime model? if so i may be able to give you a hand with doing the low poly so you can still keep the detail on the small parts like the little pieces holding the lenses on the right. also your helix(or spiral) should be flat when wrapping around the cylinder on top, try to…
Sorry for the delay - sinus infections in Texas can cause some downtime. Anywhoo... Progress! After working myself in circles and refining (some by accident, some by design) I'm at the point where I feel mostly comfortable and familiar with my Max/Mudbox workflow for modifying geometry and then sculpting it. I've got all…
Thanks guys There is no worry involved. Its me trying to wrap my head around the differences in the small changes i see in my 1x anti-aliasing renders of various maps and their settings in Xnormal, trying to interpret the changes. This is a personal thing im sure. Thats the short of it. Once i figure out a few decent…
yup im in the same boat generally. i use it only for retop.. i prefer it over zbrush and max's default retop tools, tho i also havent tried anything else like wrap-it or topogun. but generally it gets the job done pretty well.. never really had an issue with it. and since i dont use sculpting or unwrapping or anything else…
Nothing special about the proxy mesh, usually i use a premade proxy mesh and adjust it to fit the actual mesh. - Skin the proxy mesh - apply turbosmooth to the proxy mesh (if you want to) , - add skin wrap modifier to the actual mesh - select the proxy mesh as skin wrapper/deformer or whatever it was called :p And you just…
A little update on a project I am working on. finished off the high poly sculpt of the armour and started on working on the underclothing. The last day or two all i have done is make the straps, buckles and fasteners that hold the armour together for the low poly and finished the high poly armour sculpt. The clothing I was…
Hmm... You're right. I cut corners (no pun intended) on them because I didn't think it would be too noticible/didn't want to create a huge polycount rounding edges. I'm not sure how I'd fix that at this point, except to either add some verts and round the edges out, or possibly make a mesh that wraps around the base, which…
It's not possible. Everything outside the 0..1 range wraps. If your UVs are laid out like that, you are supposed to apply three different maps to your character. Everything in the first square will go on one texture (face and hands), the second square on the next texture (body?) and the last square on a third texture. If…