try a cylindrical mapping for the bigger tube and another one for the front one. Select the extruded parts and relax them. That should give you a nice pixel distortion free map. To map something cylindrical in the UVunwrap Modifier simply select the faces and then hit the Cylinder button on the right side.
Her arms seem to be quite short. Elbows usually line up around belly button, and finger tip well beyond the crotch. Also, from sideview, her weight balance is... well, off balance. Personally I like to see ears line up with ankles or heels.
Hi! Quick question: would anyone find a 'Download all' button useful by any chance? Giving you the option to either download all textures from a top-level category (e.g. Nature) or all textures from a sub-level category (e.g. Nature > Grass). -Tamara
its because you normally expect the quote button to be at the top of a post, so people hit quote above the post and it quotes the person above. I guess he realised and pasted in the image he was trying to quote without changing the text er, I mean: ooo, spooky
of course, attached you can find the SD project file. It's a really eays test setup. Please pay attention when downloading the file, file-upload is uisng a lot of download buttons but only one is the orginal uploaded file. http://www.file-upload.net/download-10188043/SD.rar.html
ok, I have a question, is there a quick fix to this? what feature does Blender lack/have which is different in SD? can I click 1 button in SD6 and have this problem disappear? so is it down to the way the objects are scanned, and currently they are scanned from a single point perspective?
read this tut. apply this idea to the wood you have. what will happen is that you see a better transition from the wood to the paint. make sure u have the 'all layers' button on :) http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html
hit ctrl or shift while switching the selection mode (not the modifier sub buttons, but the ones at the top of the modifier control): Ctrl and Shift are modifier keys and will convert the selection to either outline modes or selection mode to another one. Oh and "polygon-lines" = edges "poly sub-obj" = faces
Word of warning, if you're not used to being in a game engine, it's going to look bewildering to look at initially when you open it up. Just google specifically how to get art assets into the engine. Don't worry about the rest of the buttons until you figure out your pipeline.
It's a button at the bottom of the screen right next to the words "Add Time Tag". If it's on it will "degrade" objects trying to keep the viewport FPS at a decent level. Materials will simplify, complex objects might turn to bounding box mode while you are moving around in the viewport. I think its on by default.