Thanks cryrid, I dont play with zbrush for two years, and i remembered this way to import/export obj with UVmaps in zbrush; the case is that i remember also this error :poly142:, but i dont remember how to solve. :poly122: I'm gonna try GoZ Thanks again.
Apologies for the double-post. I hit upon this idea to assist me in uvmapping this weekend. I gather it's fairly common, but it seemed worth sharing. Green is unique UV maps, white/blue is stuff I haven't mapped yet, and red will be junk/duplicated UV maps.
It look like every texture is titlebale, and there is some clever UVMapping involved. Look great. I love your wood. Have you photosourced or handpainted ? Btw. You can really remove those endinig on supporting wood beams. Unless you are planing they are going to be visible.
I dunno about 3ds but in Blender UV coordinates are properties of the polygons (in OpenGL they're properties of the vertices). Perhaps Wings doesn't remove the welded polygons in order to keep the UVmap intact. Try importing into Blender and see how it looks. Try running a remove doubles over it.
been UVmapping this very curvaceous and hence complex model, but finally got around to some skin painting: I'm elaborating the character concept somewhat as I go, hence the cicatrice, which will be echoed to some degree in the surface finish of her suit components. feedback would be appreciated.
UVmap in progress. I will probably have to work on those seats a little more also. Part of the model will be baked for normals. Part of it will be textured without baking. The part that I won't bake will use smoothing groups, while the part that will - will not. I know, huge empty space... working on it.
Thanks Eraserhead! All the textures are hand-painted. I never thought about adding the textures and UVmaps to my website. What is a proper range for videogame poly meshes? Closer to 10K, or more than 30K? What's an appropriate range?
Had a couple of hours to spend today before I go away again. Did a decent uvmapping and cut all the hardedges, baked maps and started messing around in ddo, had some more trouble with having it update in the 3do but I managed to get some quick materials on it.
what usualy gets me going is music and speed modeling challenges, since i "know" i won't have to uvmap and texture it, makes it easier to fool my brain into doing it, after its done i think to myself 'huh..now i just need to texture it'
Hello , Ijust baked my model and all went fine apart this little spot here I can't understand from what's from ... I checked uvmap and are fine, models are fine both hd and lp ... what could it be due and how can I solve it?