And btw, the inside of the windows in your uv's are contiguous with the walls. You probably want to have that inside border of the windows as a separate island because the vertexes on the corners have edges going on all three axis. This will probably be too much for your normal to handle, as they work with 2 tangent axis,…
@SebastianBielecki Yeah, that's what I want to do. I used to do it in max using textools all of the time, but obviously that's not in Maya. @Axi5 I'm using 2016 unfortunately. I found nightshade and that's really done the trick for me. Excellent toolset, and I can see why it was bought out by Autodesk. After much…
I havent really used the build in terrain geo painting stuff but it is the fact that max is z-up. I think the problem is that the terrain geo just looks directly at the model and doesnt care about the objects transform that the model is attached to. You can rotate the tree model so that it faces in the y axis and then…
greetings! though, I'm fairly new myself.. Cool, I actually really like this design... there are a few things that i might suggest. The size of the wheels vs the size of shaft (that they are connected to) gives me the feeling that it's fairly flimsy. On the same token, dropping down the size of the front wheels would…
I know it looks that way but the people are actually are 3D Models sold by axyz-design. They're 3D scanned and they look amazing, I will be purchasing some hopefully in the next few weeks. Otherwise the things I notice are great variation in the flora and the scene is just well composited. Much larger resolution as well.
This is the method I was taught, though it may be the same as outlined above, I've included some pictures for clarity. In your UV preferences, make sure you can see the grid and the grid size is set to '1'. When you're packing your UVs, fit them in the first UV square as well as the UV square to the right: When you've got…
Underside of the pickup below, I ended up borrowing one of Bill Green's toy cars as partial reference, I really know nothing about cars. I guess I see these things differently because I know Pete Hayes is in the building, banging out proper vehicles hahaha This was the first one I did, my first car model too, took a shot…
I have Shift-R set to open the Relax dialog, and I always use Relax by Face Angles instead of by Edge Angles, with Iterations of 100 and Amount of 1.0 - works perfectly for nearly every possible outcome I've come across. Basically I just slap an Unwrap UVW modifier on top of my object, select any bunch of faces I want to…