http://i.imgur.com/CWL3r.jpg Clicking around the properties of my mesh, i noticed this. Are the black line supposed to represent my UVs? I cant see that being the case as my texture would be quite stretched on one axis. But its fine visually in that respect. And i thought UDK gave errors on overlapping UVs, so the second…
Hey man good job modelling and texturing :) a nice little prop for your folio :D A few gripes though: It feels like your texturing and modelling arent working together, the weapon itself is very realistic in its proportions and the texturing is too to some degree. It feels inconsistent, not fully cartoony, however i am…
@Ged & Ashleighmills - Thanks for the feedback! I shrank down the chain so it's a little more realistic. @Boozebeard - Yeah man, I love dark souls; still trying to beat it though haha. Keep getting owned by Orenstein and Smough. @Scythe - I played around with the anisotropy in marmoset. It almost works but my UVz arent all…
It seems to me that practice makes most people very very good but not perfect, to be perfect you have to be in that elite genius group that are most likely naturally talented in some way even if its an innate tenacity for learning. Ive genuinely found that I am just not naturally good at maths/calculus, things that my…
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…
"If you arent re-directed immediatley, click here to get to the art!" Firstly, why? Just have your index page as your portfolio gallery. No need for separate pages. Secondly, there is nothing in that page that will ever redirect you... so you have to click the link regardless. Making it a splash page... which you shouldn't…
Gloves are ok, everything else is pretty boring and could use a lot of work. The arms how they arecould be using a 64x64 map and get the exact same amount of detail that you have there now. And unless this is a girl's hand give it some views and arm hair. The gun is looking plastic and way under detailed, and you seriously…
Yep. At least we arent Star Wars Dorks (ducks toy lightsabers being thrown). IN all seriousness though. I hope the new ST movie next summer gives some new life. I WANT A DS9 MOVIE! I already have it thought out in my head about some huge event/war (Maybe a War between the Q, the Prophets, and the (anti -prophets forget…
Hi I used to be a polycounter a long time ago, but stopped posting around 3-4 years ago, still browse the boards when I'm not up to my eyeballs in booze or work. Anyways, I think this is a better model than the "they love thier job they will do anything" model we have now, and i for one would love to see this implemented…
technically easy is just moving/scaling.. texture coordinates. But they will be applied to all vertices. Ie the whole head uv layout is moved around in the texture. Just doing for "some" would be more messy. what I would do is create a uv-layout with only the customizations (like the topleft image) and generate this…