Well in production I would avoid making a uniquely unwrapped and uniquely baked model for something this simple. I would make a texture strip that represents "wood panels" and construct this out of that. That would make the UV layout way more efficient and it speeds up any future tasks as you can re-use the texture.
Hey ho, it's texturing time! All bakes came out really smooth with just a tiny amount of corrections in really small areas. I started to layout the overall colour shemes and materials for the pieces and I'm very happy watching how every piece come together. Here are a few images of the current status of her clothes.
try texGetShells. its located in C:\Autodesk\Maya20XX\scripts\others\texGetShells.mel its a hidden mel script thats not documented. Its being used in a lot of the functions inside uv toolkit. I have been digging around that folder for some hidden cmds for mu UDIM layout script ive been working on forever.
Looking cool so far. For the examples you put up, usually the texture is done first. Then when you go to do the UV layout of your meshes you just lay them on top of the image. Instead of unwrapping it like a prop and THEN texturing like the phone you put up. Are you going to put this in an engine?
TexTools has something like that though it does not support centers and does not calculate in relative units but instead pixel values of the Texture size. It measures basically the bounding box of your selection to one of the bounding edges of the texture, like this: but all the stuff in that selection transform toolbar is…
Here is my WIP portfolio: http://gregdalessandro.weebly.com/ 3 things to note: a) I am drastically changing the layout b) I am getting rid of the female model and Peter Dinklege (they were placeholders for my Portfolio class) c) I plan on texturing/rendering the building I already made. (it was also built with modular…
Some slow progress on the hero. I have completed the high poly and have also completed the low poly! yay! Now, just arranging the UV layouts. :3 She is currently sitting at 33k. After this, I will bake and give it to the rigger and move on to the third character. I will be using Marvellous Designer for it, for practice and…
Well first off, a normal map is a dataset and that data is uv dependant, you've got a UV seam there and the faces are actually facing in different directions on your uv layout, so the colors make sense. You can't look at a normal map as if its a diffuse map, you have to apply it as an actual normal map with a realtime…
so I am really overdue at posting something again so here we go first off a top down level layout and now a few screens from inside UDK using the meshes I've been making lastly just a screenshot of locker room assets in maya as always any criticism is welcome
Great idea for a thread and very inspirational artist there. I was wondering if anyone could help by adding to some of these real-time categories? I am just looking for artists outside of environment and character art. Particle Effects http://www.youtube.com/user/RyanHossPortfolio Cut Scene/Layout ? Technical Artist…