Thanks Bardler. I will study the video u have posted. For now i have created the UVs with HeadUs UVLayout. Fast workflow :) But i think i have to do the cut elsewhere, where the cut is not visible, maybe downside the handle.
Generally separate objects will have separate textures. The only real exception to this is if all the objects will always be seen together, then its ok to pack them on the same uvlayout. Like a modular building set or a set of tools that will be seen together or something like that.
Max: Polygon Modeling with a stack.. awesome! Silo: Super fast, easy and direct. Everything just feels right Uvlayout: does an hours work in max in about 10 minutes mightyPea: totally. all those fecking triangles are a killer.
Renderhjs integrated roadkill into the latest build of TexTools. Uvlayout also does a very decent job of auto unwrapping stuff. its not bullet proof but its one hell of a time saver Quick Demo: http://screencast.com/t/NzllNDZmOT
Going to give this a try. I've been using the beta of Headus UVlayout, which is very cool. The asking price for the final product is way too high in my opinion though, so if this is a good replacement then Headus will have stuffed themselves.
In addition to the modeling apps, take some time to learn at least the basics of Mudbox or ZBrush, and Photoshop, maybe UVLayout, Topogun.... Fact is, if you hear about a program more than a few times in the course of browsing the interstates at least give it a cursory glance.
One way I’ve done this is to use a single uv in atlas layout. Ambient occlusion texture uses this layout, no tiling. Diffuse and normal map are tiled, and are using same layout except each bitmap has Tiling values so they are scaled within the atlas. One uv, but use tiling values in the individual bitmaps to tile them.…
Hi Polycounter's! This is my first post here, I have been working on this character for a few months and I would really love to get any feedback on how to improve it. I used 3ds Max and Zbrush for modeling, Headus UVLayout for the Uv's, Marmoset for baking/rendering and 3D Coat for the texture. Thanks !
@musashida: that looks nuts. I'll bookmark the dev's thread and keep an eye on it. I'll have to try and make UVlayout work. I love it but I have a lot of bad luck with it, tends to freeze quite often. I should probably post my errors on their forums.
Headus UVLayout has a cool tool for exactly this kind of thing. You can unwrap a single track section, and tell the program to unwrap all identical or topologically similar pieces and stack the uv shells. It's a great program in general, well worth the cost in the end.