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Re: CARGOrilla !!
Reply by
konstruct
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Jul 2012
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3D Art Showcase & Critiques
all those innards are amazing! although I wish more polys were spent smoothing out his outer shell components.
Re: Maya - UV distortion problem
Reply by
antweiler
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Nov 2015
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Technical Talk
You are on the way. Do some cuts on edges with sharp angles, and use the legacy Unfold to relax the critical parts of your UV shell.
Re: Jagged Edges in Normal Map
Reply by
poopipe
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Jul 2018
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Adobe Substance
check ... dilation/padding, antialiasing and ensure you have straight UV shell edges this has been covered many times in here.
Re: [CG Short] RoboLunky + blog
Reply by
Lucas Annunziata
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Jan 2012
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3D Art Showcase & Critiques
I really like the design of the character and the animation blockout is looking pretty swell! I'm looking forward to seeing what comes out of it.
Re: UV mapping Pipes question
Reply by
Deadly Nightshade
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Nov 2012
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Technical Talk
Thing with pipes is that you either have to pick distortion, oddly shaped UV-shells or something in-between. It's just the way 3D works.
Re: High poly normal map looks weird on my low poly mesh
Reply by
Olingova
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Oct 2018
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Technical Talk
Maybe jsut really low resolution and no straight UV shell? But yeah difficult to judge without seeing the UV and the low or high poly :)
Re: I don't like to be associated with the term ''artist''
Reply by
zetheros
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Feb 2016
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General Discussion
Just call yourself a "Digital Media Producer" like myself :D You can almost smell the money *rubs fingers together*
Re: Rigging a model that is was not built with rigging in mind
Reply by
sprunghunt
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Sep 2017
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Technical Talk
You don't need to break something up - you can just assign all of the verts in a single shell to be 100% weighted to a bone.
Re: Guns You Own
Reply by
peanut
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Apr 2013
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General Discussion
So these are airsoft guns, or real guns with real bullets? This made me laugh so hard ~!!! oohh the smell of liberty in the morning !! :D
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Re: How do i bake symmetry?
Reply by
skyline5gtr
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Aug 2016
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Adobe Substance
For sym or overlapping stuff you need to move the UV shells over 1 so they are not overlapping but will line up to a tiled texture sheet
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