Thought I'd start a thread for this as I'm a little rusty when it comes to the realistic human modelling. http://i.imgur.com/x6tRfaS.jpg?1 http://i.imgur.com/RHgphLA.jpg?1 Arms, hands and feet haven't received much love yet.
Hi , my question is really simple. What is the best way to make a UV for a diorama ? I mean it's better you have only 1 UV and 1 texture or many UV with many texture. It's for this diorama + UV: Thank you.
Hello guys! I finished this model yesterday, and I would like to show to you. The character and sword together has 6.182 tris and 1 x 1024 diffuse map + 1 x 1024 opacity map. Thanks =)
Really between 1 or 3 ,I don´t think 3 is easier than 1 , I just when by the logic of how the challenges are going , you know first fantasy, then space. :)
I played around a bit with this and my colleague advised me to try WolframAlpha. Was really easy to use. Just type in: polynomial (0, 0.37),(0.37,0.125),(1, 1). Worked like a charm.
Why don't you just make 2 scenes ? 1 for lighting with the attached objects and 1 for exporting with your 438 objects ? No need for a script that will broke all your transformations/instances anyway.
Just wanted to say that your 1/29 rock (and the ones you posted today) is a HUGE improvement, imo, from your 1/27 rock. References definitely did you good!
here's a script I came a cross a awhile ago that does this. polySoftEdge -angle 1 -ch 1 ; polySelectConstraint -m 3 -t 0x8000 -sm 2; polyDelEdge -cv true; resetPolySelectConstraint;
What I mean by offset is that you offset the mirrored model's UV by 1 Uv grid; In other words, the mirrored model's UV are just 1 UV sheet to the right on the x-axis