Aredub3, that's a good example of what I mean. Those thin rectangular strips around the extruded leg bits, I'd add some loops to make the polygons more square and so they subdivide more evenly for sculpting but maybe I'm being too nitpicky. I'll have to try some of the retopo methods, I haven't really tried that type of…
do like this: Render one normalmap with the cage, render another one with straight rays to avoid the warping. put them above eachother and start masking away the warped details to reveal the straight ray baked normalmap. That way you'll get the nice beveled cagebaked corners with the correct front baked mid polygon…
as for alpha planes, just go for it, a fun way to start is get a model that needs hair and uv it and leave space for the hair in the uvmap then draw some cool hair on a new layer of your texture so that its easy to make an alpha channel out of it then make some polygon stips on your character and uv them to fit the hair…
the hose was completely painless. it was initially just a curve and a nurbs circle, and i had maya extrude it along the path and checked the 'convert to polygons' box.. or whatever it's called, something along those lines. that makes it go along the curves nicely and has a perfectly straight little uv all set up... then…
Regarding your trees, I think you should start with cylinders for the trunk and branches, unwrap them first and then add loops/crook them, as it will allow you to paint a straight texture and let the bark follow your polygon curves. Unless you really insist on retopoing from your HP (I really like how the shape reminds of…
@passerby: thanks good to know @artquest: not sure did not use the old version Quick tip i just found out guys for others that had this issue. Often when exporting OBJ files in to DDo they would look terrible. So what I found out was that it was the OBJ export settings, you have to change the faces setting from Quads to…
Yep UV error, most programs will ignore whats outside of the 0-1 uv range when baking maps, so if you have a polygon that has a vert outside that range its going to get fucked. Or its simply thinking that vert should be tiled on the far left side because its slightly off the right side, and stretching it over.
I would not use decimation for that, how many polygons has the blade? I usualy bake at 1 million or 2 million polys. Plus it looks that your blade has a 180º Smoothing, Split the blade were the Sharp edge is, to split the blade in 2 halfs. and then add smoothings of 45 or 60º it will look more white, instead of looking all…
chers, yeah i'll revisit the background a bit more later, i want to have different colored bigger nebulars for certain areas. The nebulars i have in now are basically layered up and scaled polygons with an additive shader, they are offset to give a nice paralax effect when moving around and some have a particle system on…
The breakdown looks solid. But try and keep the textures to the edges, like I did in my example, because now you will need a new polygon to map it to for every block, instead of one big plane that extends. Also the texture inside the tunnels is pretty much the floor texture stretched. For the rest of the texture make some…