Here you go with another tutorial (this one is for charakters): http://www.3dtotal.com/index_tutorial_detailed.php?id=1763#.VHrho8lSOF9 In the end I guess there isn't just one way to approach it. The thing is, before you start worring about this high poly to low poly workflows, you have to completely understand the basics…
You can use overlapping UV's but you want your light map channel (normally the 2nd UV slot) to be uniquely unwrapped. If you don't have a second UV channel created I think it copies your first, which might be the problem you're running into? You can create a second channel on your own or have UDK auto unwrap a 2nd channel…
hey josh. a few things i noticed. your unwrapping is wasteful. lots of examples of this. Your red arrow shooter has all these sides that could have been layed over each other in the unwrap. That thing could easily have been done to the same quality you have with one 512 texture. having two 1024 textures definitely wouldnt…
Hmm let's review those screenshots then... Lava and rock textures look standard, tec/metal textures look horrible. Screenshot #3 being the first best example i saw. Also, no texture blending, that's some clean edges between lava and rock. I'll never ever understand why people keep throwing in noise into metal textures,…
Hi people. I need help or tips with an issue I'm having with normal maps related to the angle of the clusters in the UV mapping. Here is an example (ignore the wasted empty space in the UV): Since every slice of the octagon is identical, I want to texture only one slice and clone it 7 times with a rotation of 45º and then…
Looking at the modular kits I would say the damage may be part of the tiling texture. It looks like they're using a larger trim sheet. At least 2048x2048. The brick is one strip and has the damage worked into it. The modular piece you posted is just modeled and UV well so that the corners line up with the damage. There may…
INCREDIBLE REPLY! Thank you so much!! However I asked the client specifically about this because I wanted to make them more rough and dirty etc. He said : "no." " a real bone never looks like that. those are bons from museums and dug out from the dirt. A real dissected bone is very bright, even color usually and often wet…
Hi! You would need to use an appropriate shader in order to render an object correctly with an object or world space normal map applied. In the second video you can see that in the Blender material the space of the normal node to "object". Then of course the handedness of the normal map also has to match the software. So a…
2 x2048 maps sounds very good to handle a complete character. If you compare to for example Final Fantasy characters, as Lightning, they have 3 or 4 1024 maps. I personally always layout my UVs according to the material that the objects in the layout are going to have. It makes it easier later. But obviously you always run…
i think promoting liked stuff on the art parts of the forum would be pointless. its art after all, its subjective, ie i have no interest in knowing what other people like, and obviously no one but me knows what i want to see. the popular threads already get bumbed to the first page, and you can check amount of replies if…