That Actually makes alot of sense haha, i always start off trying to layout all the uvs vertically or horizontally but it leaves so much empty uv space. I guess i just need to put more time into manually laying out UVs, i usually just auto-layout them in maya.
The tops is more rounded, the sides are thinner and the eyes hole looks a bit different. Check the size of the sides too, maybe they re a bit too big. Also, your model seems a bit too broad for me.. the other one is a tad longer in vertical. Nose guard it also seems long to me... Hope it helps you :)
I think It happens if you change the topology in max and vertices get reordered. The uv verts get shifted when you replace a previous model in ZB. You can fix it in ZB, under UV Map>Adjust>cycle UV. It will "rotate" each uv face by 90°. Press it till your bake looks good.
It's not done to scale, but they look like recessed hills to me that you can copy and paste all the way down and across. I also played with the depth on the far left/right vertices to recreate the pinching in the image. Edit: Or you could reverse the hills having depth and make the holes in the image sink lower than the…
Added doors, roofs, some trims and probably other minor strange stuff. Changed far side windows to balance vertical lines (I think I'll have to do it on a few more places). Door looks very clean ingame compared to actual texture, maybe cause of the ambient light? I'm outta mentos!
The quickest way to check is to grab a single vertex (in the UV editor) and Select>Shell Border. Yes Polygons>Merge Vertices is the same as welding. If you want to see the UV borders in the viewport, with the object selected in object mode go to Display>Polygons>Texture Border Edges (adjust border display width in the same…
From a sphere? In that case, you don't need a mesh to transfer the normals from at all, just a center point position. Assuming the selected object is an editable mesh, something like this should do the trick (probably with a different centerPos value): centerPos = $.center
for vert in $.vertices do setNormal $ vert.index…
Without knowing more about what you're doing, and from the workflow you're suggesting here, you might want to look into the djRivet tool. Similar to what you're doing now, but its 1) An existing script, so it might speed things up 2) Uses UV space to constrain vertices/cvs to another object.
what I know is that miyazaki did all the level design for bloodborne on his own, and I think that shows. divide and conquer. my approach would be to build gameplay sections, then glue them together. keep verticality in mind. think about aesthetics after you have the sections ready. i'm only an amateur though.
Oh yeah that would work aswell, sometimes what I do is I make a quick proxy mesh snapped to the originals mesh vertices, and use the proxy mesh to snap my pivot to, It just doesn't snap to it's self with any given tool, for example snapping the slice plane of the slice modifier also doesn't work.