The only time I nonuniform scale any parts of my uvs are when they're cylindrical or un-important. This is what I did with your uvs. The only thing I scaled was the head. I only scaled it down a tiny bit to give it some padding. I just rotated everything else by increments of 90 degrees and flipped horizontally and…
It depends on what program you are using. 3D data is very versatile, and people can use the storage space of vertex colors to store any numbers they want, that can be referenced in the shader to mean anything, like how much blowing wind might affect those vertices for a wind shader. So you have to specifically look for the…
if you're making this to be a game asset i'd lower the poly count by a lot. if it were just a prop object it'd probably be no more than 1k triangles including the legs. if its for realistic 3d and its going to be rendered, then skys the limit. also, watch your Ngons (any polygon with more than 4 vertices). its good…
It's a problem with the .3DS format. 3DS always splits geometry along UV seams, because it only supports one texture vertex per mesh vertex, for some silly reason. You'll have to switch to a different 3d model format if you want to get round this problem. Unless your coder feels like writing some code that welds vertices…
it's over 3,000!! weird, this fps view removed the vertical edges on the stock, are they still there? make sure its center verts on the stock are welded together, there could be a split in the geo there. also, check ur smoothing groups. understand how smoothing groups work and how to assign them efficiently. they have a…
[ QUOTE ] I've been mystified at how surfer slang brought previously neglected words like 'heinous' and even 'awesome' into common use, even if their meaning was thereby diminished. [/ QUOTE ] Because surfers are cool, and you're not. Well, I don't hear people saying normal map and vertice...least in the real world. Also…
Rens Thank you for the tip on the relax command, i'm embarassed to say that i djusted the damn vertices by hand before, heh. This helped quite alot :) SKENox Thanks for the awesome references. some really helpfull images, especially the lost world ones. This will help quite a lot, now it's just my noob skills that stand in…
Oh man...I'm getting deja vu. http://boards.polycount.net/showthread.php?t=34360 I never did quite get max to render seamless tiles, had to do a lot of manual cleanup. But for objects, it worked out alright. Just keyframe a dummy to rotate 45 degrees along the vertical axis, parent your objects to that swapping them out at…
i have a workaround for this: - select vertices - select your tool, in your case scale("r"), but rotate or move works fine, too. - press insert for pivot mode - move pivot with snap to vertex(press "v") or grid(press "x") to your scale origin - press insert again to go back to your tool -> now you can scale or rotate like…
[ QUOTE ] bring them into photoshop or whatever your are using and make it more tilable, what i do is cut it in half vertically and put the right half on the left, left half on the right, then blend them in the middle together. [/ QUOTE ] Another good reliable trick to make tiling textures is to use the PhotoShop > Filter…