with 3.5 and geometry nodes it should be possible to have this entirely procedural. Did a bit of noodling around..and came up with this. Basically this just insets the uv shells based on sharp edges. Guess one could make it behave nicer with a bit more time. UV editor shows the initial uv layout Viewport shows the mesh…
Lol I don't really mind as such, I want to be honest about what my skill level doing hair is. Atleast at the studio even with feather duster hair, it wasn't a problem, I just had to adapt to their workflow. The most important bit was being able to work with people and there does seem to be move towards more tech based…
Post your problems here:https://polycount.com/categories/technical-talk What application are you using? You are using a sub d modifier? Why are there triangles in your wireframe?
Can someboody help us to remodel the berserk enemy from Quake 2 for the Q2Evolved project? Here is a concept that I made and modified to fit in scale by Organijerk