The UV's on the high don't matter. You will be projecting the surface of the high poly onto the low poly. It will be looking at whatever is on the surface of the model it won't be looking at the UV's. The only thing that matters is the UV layout of the low poly. Typically you don't want to get into materials and baking…
Your site layout looks cool. If you're going for environment art though, you need to cull a lot of pages/art so your site reflects that. I would try collapsing your "Photoshop" "Illustrator" "Concept art" into one page and call it "2D or Digital Art". Your 3D page should show only your best models and running in a game…
Just started using this yesterday. Definitely an essential toolset if I could ever recommend one. Two questions; is it possible to dock the nightshade UV editor as part of a saved layout rather than have it as a separate window? Also, if I accidentally close the nightshade UV editor, I'm unable to bring it back via the…
Sinking: i just made a normal trim-texture where I painted skewwed pixel art basically, then I just mapped that onto the round surfaces : ) Added some more proper pathways, still very basic shading, need to add some vertexpainting to the shader soon so I can start to give some more life to the surfaces : ) Also redesigned…
I think I found what's wrong but as I'm not a Blender expert I can't explain you why it doesn't work. You are using Blender with the Blender Render and you have the "Use shader nodes to render the material" checked, this prevents you from painting, if you uncheck it, and you'll be able to paint again. Blender Render seems…
You have great stuff there! I also agree that you should highlight "dw5 Shadow". Your image layout doesn´t look right, you have that girl on two squares and that samurai and shadow sharing the same space. At the first time I click on the samurai I didn´t see the shadow. Those two images looks like only one link. Maybe you…
I think you're off to a good start, at least from what I can see. A few things: - The shots have a lot of dead space around the model, med sized image, tiny character lots of gray background. Adjusting the aspect ratio of the render frame will help you get a tighter shot, or take bigger renders and crop out the fluff. -…
@BIGTIMEMASTER Hey dude, yeah, the design is up to me. I've actually gone through a few iterations trying to find the best layout. Still deciding on what to do with the roof. Glass would be really cool, I've still got to fully figure out the ceiling. I think the above picture will be one of the final views, I really wanted…
Also as u might see by my models..... they are not very complex.... I truly think Maya isnt layout for super detailed work such as this (made in max): IDK if its just me or Maya but I am always scared to model complex things(this might sound extremly noobish and childish) but I think the root of the problem is that I feel…
Monster, I have edited my post right after yours, sorry :) I'm afraid, using SM to something other than smoothing groups of polygons will lead me into problems I'm not aware of completely ;) Also SM setup will have to go hand in hand with layer system and this is not guaranteed at all. Now you can have single layer with 32…