For polypainting you do not need a UV layout, for the painting itself you paint directly to the high-res mesh. Is this in Zbrush? If you are trying to import a texture in Zbrush keep in mind that Zbrush flips the texture vertically. If you really are polypainting to a high-poly mesh and those things are happening then I'm…
c3d is mocap animation data? The character will automatically assume the motions you give it. You use a T-pose for rigging only... to align the bones to the skin, and assign bone weights to the vertices. As soon as you load animation, the bones will automatically move/rotate to whatever animation data you load. If I…
I usually select the polygons I want to map. Do an automatic projection. Under 'Polygons' in the UV editor pick "Unitize". Select the edges that'll be sewn together and use "Move and Sew". Then do an "Unfold" with a Vertical or Horizontal constraint on those uvs. Pretty quick when you get the hang of it for uving strips.
I took a break and tried to make some tileable rockwalls instead. That one ended up looking a bit clumsy, so I decided to call it practice and made another one. I think this one has too many little pebbles, so it's more like a river bottom than a vertical wall.
This is looking a helluva lot better! You may wanna relax the vertical edge loops on the forehead though. Try to keep spacing even in organic models (except where it will deform a bit). Even topology also helps a ton when zbrushing. You're redeeming yourself a bit here, so keep it up mate.
depends, outdoor scenes as above, but indoor and achitectural scenes can be made from alot of tilable/ non-tilable components.we still use vertice blending between lots of material layers in our ground, speeds up draw apparently but is a pain the ass with mayas love of dropping mulitple coloursets roll on unique mapping
i'll just uh, put some vertical treads in the center part of the track then so you guys can have your reverse :P (and yes that's what the treads looked like in the concept art i referenced from)... so you guys don't use booleans or something? is that something polycounters generally avoid?
@ MoP - Thanks a lot for all the support so far.I will do that. :) @Renderhjs - well the asset consists of 3 objects - the side handles,the 2 grips at the center and 1 main box.The main box is a single object and all the vertices in it are welded. But still I get different checker ratio on the main box's side and front.
a lot of your images seem really squashed vertically, and you might consider focusing on just your best pieces and cut out the ones that arent on the same level of quality as the rest. for example i'd ditch the statue head. Your 2D looks really nice, your 3D just needs to "catch up" with that.
actually the on the fly normalmap generator thingie, does sound doable. and in the latest gpu gems3 there is an article about gpu accelerated baking. the main issue with these things is geometry creation, ie adding and remove verts. if one would just move vertices/uv coords, I think the process could allow interactive…