Okay so i should be fairly set then if i triangulate the model before i export it into toolbag? Thanks everyone for the response xD Edit: I did give both normal post by Earthquake a read which is where i began to do the uvmap hard-edge splits but i may have messed up along the way, may need to give it another shot.
[ QUOTE ] I'd do some final minor tweaks, and then start painting if I were you. [/ QUOTE ] I *really* wouldn't do that If I were you coldwolf. This is far from being a good UV layout. I will stress strongly what Rick and MoP are driving at. By having so many UV chunks at angles you are *seriously* degrading the potential…
I love modo indie. Wish it was a little cheaper but for basic modeling I think it's the best deal available. Zbrushcore on the other hand looks completely worthless. No auto retopo, no uvmapping, very limited texturing. What's the point? Sculptris is a far better option and it's free. I've even heard of some preferring…
Hey guys, first time poster. So much amazing work here! I've started to check this thread religiously! Here's a Tree Man that is the jumbled mess that resulted from me trying to learn ZBrush UVmapping and Substance Painter. I can't seam to get the embedded sketchfab feature to work or delete my comment so here's the link:…
My lighting still needs some work and I used a Post Process Volume to get a closer color match to the reference. (UVmaps still need to be done) The red box in this image will be the area I want to focus on from now on since I want to condense the project to a smaller scale so I can spend more time with less models and…
Rens - thanks man, how does this look? I straightened out all the areas that i will need to texture text on nice and easy... i would have gone through hell trying to make the text work out on the last uvmap job i did... thank you again. :) also cleaned up the wires like you said.... is this what you meant?
The max method should be cabable of baking texture of the model too. Just make sure you somehow keep the uvmap of the mesh. Then assign the textures to the model, and when you render, render an unlit image so it shows the texture. This will look incorrect from the view of the slicer camera but the outside voxels of the…
Yeah, the uvmap is prolly gonna end up different from this if you're not painting directly on the model, but in photoshop or something. I usually don't do that anyway, though. So many applications these days let you paint on the 3D model with increasingly advanced tools, anyway. So it's nice to be able to just optimize for…
I would say model then texture. Tutorials usually have a pre-made texture so when it comes to UVmapping its easier and it gives the person learning (us) no need to worry about how to create the texture just yet. However I am super new to this, so hopefully my reply will spur someone with better knowledge to give you a…
[ QUOTE ] I also barely recall someone using Photoshop to calculate unused pixels... ? [/ QUOTE ] I haven't used the script. When I grab a UVmap from the UV editor I'll do one that's the lines and one that fills with solid white+white lines. You can use the photoshop average filter on the resulting file and the resulting…