I was struggling to understand what density resolution to apply and when. However I have essentially phased out unwrapping UV's in Maya ever since using 3D coat. It has made unwrapping UV's something that I actually look forward to as it empowers me with the ability to map out and unwrap UVs in a matter of seconds. Plus it…
The highpoly is done! Its been an interesting 2 ish months I guess. Yeah I think it took way too long, but it shouldnt matter whilst learning these lessons. I keep thinking maybe making the turret 90% to what Simon is wrong but then again I think 'well the point i guess is too make the turret right?' But yeah maybe I could…
Thanks Haftoof. Since I can't change DDO, xNormal or zBrush my only option will be found in Photoshop. So my first potential solution is to create a Photoshop Action to apply a threshold of 128 to each of the RGB channels one at a time. This removes all the anti aliasing but then limits me to 7 colours - R,G,B and C,M,Y…
A screenshot would help but I'll take a wild guess that you made a base mesh with UVs, subdivided it in ZBrush and tried to apply the result back to the unaltered basemesh in another program. Subdividing in ZBrush alters the base mesh and the UV's along with it. Generally you're exporting a decimated mesh to retopo around…
This type of head layout can be difficult to unwrap with minimal distortion. A lot of people now follow the VFX method of cutting as many shells as are needed to reduce the distortion to a minimum. Because texturing is done in 3D the seams don't matter as much. For games the consideration is the extra verts created by UV…
Can you please stop? nobody is going to shoot you because you didn't search, just next time search :thumbup: I mean yeah its a tough position to be in but like Autocon said your not the only one in this situation. You are never going to make it if your attitude is always like this. I'm not going to sugarcoat this but…
I am indeed going to experiment and see what I can learn, but some of this does come down to technical approaches I can't hope to just come up with by myself. I had thought about just laying down polygons for the paths, but I figured there was a better way. Good to know that's actually how it's done! Any suggestions for…
it looks like it could be an inverse scale. i have no idea how these transforms are applied so its not really possible to comment past simple observation. edit: if you are trying to match an object from one coordinate system to another. ie from one software to another or file etc, apply the same transformations from one to…
Actually what is the problem? What I can tell is that just a shadow stepping issue which not noticeable on the screenshot with normal map on. Also, how big the object is? Cus I think if you apply a complete texture map + everything else ion the scene, the issue is not gonna be noticeable. Regarding what you can do to fix…
really excited to hear you say that :) . I'm really not sure what I'd like to do. I wont have access to Zbrush until Monday, and my semester starts on Monday. I really wanted to get some kind of texture done for this prior to the semester starting which means no free time. I currently have a really basic and hardly…