The offset by U/V method carries a couple other benefits as well: Works in any app Works exported to Xnormal etc(haven't actually tested this, so may work fine from max exported with modified W) Easy to see that you've already offset it Of course, the big draw back is if you need to edit your layout, you've gotta move it…
I get used to start modeling with Max instead of using zbrush. I think I'm an old school 3d-er at last :D . Anyways I like it better because it gives me the greatest flexibility of handling polygons and uv. I think a good uv layout is the key to preserve details for low polygon model. Retopology and uvmaster can't do the…
UV your box so it has less UV seams, like make a single cross-shaped layout, or a couple L shapes (for better texture-space usage). Then make hard edges on the UV edges. All hard edges should also be split in the UVs, but not all UVs need to be split with hard edges. See that thread for clarification on this point. Then…
Yeah I really see no reason to really use anything else than Artstation at the moment, I look for people from time to time and even before I see the actual page I sigh a bit when I see that they are not using artstation, I guess it's mostly because it's faster to have a similar layout to move around in, especially if you…
So I am, trying to UV this thing in Headus UV Layout (Which I do know how to use) but I have no clue what needs to be its own island and what does not. this is my first hard surface model. I have seen others texture maps and everything is broken up so neatly in straight lines. can anyone offer any advice?
I do both, I'll layout a base set of colors to separate areas, TexTools has some good features for this. I also will lay down some base colors using Viewport Canvas on the high and bake that to the low. Its robust enough that I've textured a few low poly models without ever having to crack open photoshop. Like EQ and Pior…
Most definately, plus i find that its AO is fast as hell... even on a 1.2million poly model and baking to a lower res, took my amd 940quad about 3mins max i think... I also find its normal map produces really well, and fast again. I also love the ease of UV layout use within Blender vs say max etc.
Unless youve done something weird like weld all the uv verts to things they shouldnt be welded to I cant see why you have to redo everything.the layout doesnt look borked, it just looks like some of your seams got rearranged -possibly its trying to deal with weird welding (eg because you have welded overlapping uv shells…
I don't think it's a lightwave specific issue, the same will happen if you have multiple uv channels in Modo, Maya or Max. Its more of a general 3d modeling thing, just make sure you don't have any extra uv maps. Though Modo and Lightwave do tend to automatically create new uv layouts with certain operations which always…
Nice site man, the layouts really clean and easy to navigate. The overly stuff on the Forza is a really neat trick. I think the Stacked environments still hold up really well considering it's an XBOX title. Although funnily enough, my favourite piece is the smallest prop you have, the Lantern. :) Maybe add a few hi-poly…