Sorry for posting here but Quixel forum is bugged for me and I'm stuck in an infinite login loop.I would appreciate if someone could give me some straightforwards answers as most of the threads on their own forums are answered by their community manager with some vague answers and most of the follow up question are left…
No no, I figured as much. I wasn't blaming headus per se, I know it's acting rationally. What I want to know is if there exists an easy way of spreading the uv edges out from each other, either in Maya or Headus. The pack feature in headus has a variable input for minimum pixels amount of bleed between different shells.…
Your UV map could probably be done better with overlapping shells to provide more pixel information to the mesh. Remember overlapping shells need to be offset out of the 0-1 region. Anyway, from what I can see you haven't smoothed the normals on your low poly there, in maya under the polygon menu's there is one called…
Awesome work, both the concept itself and likeness of your model to the reference. After taking a closer look into it I started to wonder how this rifle is actually supposed to work. With the principle of SABOTs the Shell would require at least 3 Parts: The Penetrator ( to which the explosive is attached to on the bottom…
Cool design, great snappy animation. Awesome. Maybe a simple colored design or stripes to distinguish its faction would break up the green and make it feel like an RTS unit. Also, just a little suggestion: On your metal box on the rotating canon (forgive my lack of tank terminology), you have softened your edges. One cool…
You got some bad mistakes up in here. The most important that I saw on first glimpse is that you have all your uv shells the same size even for parts that arent visible on the model. For example in the texture map, in the lower left corner you have that piece that has the logo that says stanley. Ok that's cool. But right…
Hey! Actually yep I'm Combining them, not grouping ^_^" and I tried to delete history, freeze transform etc... I checked the UV channel, everything is normal, this is so weird ! I tryed with a normal map from painter and I got the same issue Still I managed to texture it inside of painter (…
It doesn't mean what modeling package you are using - follow the steps: 1. Unwrap your mesh as usually - as if you were using a typical square layout. 2. Now arrange uv-shells (uv-islands, uv-elements) in two ajadacent square tiles. In your case you should cover a 1x2 rectangle. 3. Using precise scaling operation of…
Hey all, absoultely loving my new job but the time spent travelling is killing me, really, workin out at almost 4 hours travel on a slightly bad day. So because of this obviously by time i get in the last thing il ever do is switch on my computer, so now i have an awesome almost silent rig thats never used. So just testin…
I'm lazy, so IM just going to rip off the post from Blues News [ QUOTE ] Videogame Maker Id Software Rejected Offer From Activision (thanks Bob Woodward) is a subscription-only article from the Wall Street Journal based on a lawsuit filed by id software co-owner Adrian Carmack revealing that the artist and id Software…