UVs will not be affected if you have the same number of unique vertices between the two models. Each vertex contains as much UV information as faces attached to it. It's strange, because you may have one vertex but it'll have several UVs for all of its different faces.
This appears to be the best texture for grass i can find at this moment. My plan is to erase the white background then attach this to a plane in Maya. I would then rotate the plane 90 deg vertical and duplicate, then rotate the same plane horizontal and duplicate. Does this sound like a good start?
Thanks everyone! :) Here is how I made the trunks. I have a vertical seam in the trees but they are so high up so a player wouldn't really see it anyway and the displacement kind of hides it well. I went with a if its not a problem why spend time on it approach hehe :)
You can disable smooth subdividing to retain the shape of your low poly but still get millions of vertices to paint. Here's an example by Andrew Smith: [ame=" https://www.youtube.com/watch?v=cypqnfj-Mng"][Speed Paint] 3D - Low Poly Squirrel - YouTube[/ame]
Raycast errors on cage intersects, for me. - left low poly is merged, right low poly is intersecting - 20 vertices vs. 16 (left/right) - high poly is merged with beveled edge between the two primitives - didn't edit cage, just a simple push outwards
yea you get errors like that if you either have two unmerged vertices in that area... or a bit of extruded geometry that you didn't notice because it sits right on top the underlying geometry. try to move your points around to see whats really going on and fix it
i hope is not that late but i think you could work a little more on the animations, like the death one it slows down the vertical movement before hitting the floor also they could look more smooth in general, probably a cleanning pass checking the tangets will do the work =]
The other thing that I'd offer is that aside from straight edges, there's a lot of perfect 90 degree curves and turns in the borders of various pieces, as well as pure verticals and horizontals. Giger loves organic, varied angles and irregular sweeping curves. Incorporating some of that will really make this pop.
Ok now try again and start with a vertical cylinder. Add horizontal loops and scale them uniformly one by one. Use 2 views, one orthogonal to see if it fits the reference and the other one in perspective, to constantly check how it looks in 3D. This is called box modeling.
HI! looking great as always, love the detailing, shes looking very badass. Only thing that caught my eye is how small ( vertically) the backpack look on his back but I'm sure those smaller backpack do exist might just not be used to seeing those.