On UV channel 1 I have the faces split and each face is on a different smoothing group so that the normal map itself has minimal seams. That part is fine On UV channel 2 I have tried many different unwrappes, all with the same result. I dont believe it has anything to do with how I am modeling or unwrapping the box. The…
okay The hair, the texture for the hair is too... all over the place. the quads aren't running with the flow of the head. The texture for this kind of matting on hair shouldn't be so solid especially around the fringe, not to offend but it looks like the edges of the hair are made from chocolate shreddies. The face, the…
Alright, first of all, your UVs are still far too compact. Space out all faces that go beyond a 33 degree angle. Give them 32 pixels of space from other islands in a 4k texture. 16 in 2k, 8 in 1k etc. In painter make sure your bakers look like this: High and low poly: Bad UVscc: Good UVs: Second you're too aggressive with…
Ptex does bring to many problems. For me the biggest issue would be you cant share textures across objects. Everthing needs a unique texture. LODs cant share Textures one Polyobject = one Ptex Seconde one would be you arnt allowed to change the vertexorder. If the Artdirection changes and you need to change the Geo you…
Shift+RMB over your model in Maya go down to Cleanup this will pull up an options menu in the Fix by Tesselation section, select only the "Faces with more than 4 sides" box Hit Cleanup at the bottom You will see your mesh go into Face component mode The faces with more than 4 sides will be highlighted in orange and they…
First of all, the proportions of the face are all wrong. Use reference when in doubt, if only to place the features where they are supposed to be-ish. Second, you have a TON of wasted uv space. (I vote for making every 3d artist learn to unwrap the old-school way before even being allowed to touch pelt mapping!) And why…
Oh, don't get me wrong, I don't want planar quads... the primary issue is exactly what you went on to say, deformation. I'm unsure if the program is creating triangles automatically in a way that will keep the deformation looking as clean as I have it with quads. It may just be a question for a blender forum then... to see…
What Ninas said is an absolute truism, so I'm not sure what's to disagree with. Working with 100% quads is_not_standard_practise for realtime models. It just isn't. In doing so you are slowing yourself up and making a less efficient model. econgalo, your model looks to be suffering from 'modeling a face from memory'…
It's pretty standard to build modularly. Instance things where you can and reuse pieces. For example the stall walls could be one prop copied to both sides or a few times to fill out an entire bath room. To get some difference out of them you can texture each side uniquely and build the piece symmetrical and that way you…