Right.. so I fixed the problems I was having and here is my result: Things I did: >Cleaned up High-poly Mesh >Refined Low-poly mesh >Added Low-poly geometry to support normal map >Swore at UVLayout for screwing up my smooth groups. Damn am I scared of the texturing that is to come >.< I SUUUUCK at it.
What do you guys use the math in text fields thing for? It never even occurred to me to use it. Neox: How is that different than the way 3dsmax unwraps? You just define seams, then select that shell and hit pelt+relax. Same thing isn't it? It's the exact same process Headus UVLayout does it. And now in 2012 they have live…
I haven't tried 8 on this machine yet. rooster - I actually had this issue with 7 as soon as I upgraded to Vista. I imagine this was due to the immature nvidia drivers I had. I haven't spotted anything out of the ordinary with 7/8.5 and there are no noticable performance issues so far. Also, modo and headus UVlayout work…
3dsMax has multiple ways of relaxing (edge angles or face angles for example) just dig with the checkboxes and spinners in the relax dialog. Your 3d model doesn't look that complicated so just a planar map might do the trick as well. Good 3rd party tools are Headus UVlayout and the free roadkill to unwrap your model using…
Hello I understand your confusion now that I've taken a look at this issue you are having. There is a bug indeed! I am not going too verbose here but I can summarize it like this: -NSUV does not automagically load required plugins during startup (so NSUV "fails nicely" when the Unfold3D -plugin isn't loaded) -Maya 2016.5…
For me having a layout that is easy to paint on is key to saving time and sanity. I also need to pass the assets I work on, to other people so having a good logical layout is very important. If I "need" to, later I'll repack to another UV channel and render the first channel to the second. Often for this I end up using the…
Hey folks, So I've been working in this game character and I wanted to have a quick look how thins are going so I decided to generate the normal map. I started with zbrush to build the high poly, then Maya to make the retopology and Headus UvLayout to create the UV'S. After everything set, I used Xnormal to generate the…
Hello you guy's, Currently I'm working on a school project. And I thought maby I can improve some of my skills when I post some around. So here are some screenshots of an old building I'm working on. I will try to get one peace done a day. So there will be more to come. Tools: 3d max xnormal grazybump uvlayout zbrush…
Hello, In Maya, I often use multi-segmented beveled edges but the trouble that I have is when I flatten the UV Shells of the mesh in Headus UVLayout, the faces of the beveled edge come out really tightly packed so that they're not one pixel across even at higher resolution. Is there an automated way in Headus or Maya to…
Hi everyone! My name is Luis Gabriel Gutiérrez, and I'm a Digital Matte Painter and Environment Artist with over 6 years of experience in VFX and animation. I’ve had the opportunity to work on projects such as One Piece (Live Action), Paw Patrol: The Mighty Movie, The Walking Dead, and Horizon: An American Saga. I…