Give the Headus UVLayout demo a try. It has an option which takes into consideration a model's subdivision when UVing the cage, hopefully preventing or at least lessening the stretched areas you're getting.
15 minutes till 30 minutes for a character with 2000 - 3000 poly´s using UVLayout. A day or 2 with just 3dsmax. UVlayout takes some time to learn as almost everything is controled via shortcuts but it´s worth the time- its sooo much faster and fun for once. You have symetry functions, straighten tools and lots of other…
Ah yeah ChrisRadsby, just tried without the morph target and it does work just fine. Last time I tried it and had problems, I'd exported from Max, but this time the OBJ came from UVLayout and worked perfect. I think it may well be down to export settings. I just use the default UVLayout export (not sure if you can even…
Ah thanks! I'm still looking for a bit of time to have another look at the UVLayout plugin. I tried it on ZB4R4 and it didn't seem to work! A Roadkill plugin should be easy to do as well :)
i meant to see your UVlayout with the texture. padding adds a border around the edges of UV shells when baking the texture and helps with mipmapping artifacts which could be causing your issue.
I think that was in the Headus UVlayout tutorials. edit: I think it's a widget called kbstate: Mouse and Keyboard Actions. I can't find out anything more than that. Something to do with an Ubuntu applet.
Thanks for the reply Hamakua I did have problems with the normal map along the UV seams earlier in this project. I would UV in Headus UVLayout, then go directly into Marmoset. It took me a bit to figure out that if I brought the obj back into XSI from UVLayout, then export to Marmoset, the seam issue was fixed. (smoothing…
Hello. I am 3d modeller and i want to join some game team/project. My portfolio: http://olmax3d.wix.com/index skills:Zbrush, 3d max, Photoshop, 3d coat. UVlayOut skype: olmaxandolmax
This actually looks much more impressive than your previous versions - more impressive than UVLayout, which I've always preferred over Unfold3d. Put me down for a mac version request. I'd buy it.
Bit of an update now. Hi-poly sculpt is finished. I've UV mapped the whole thing with a neat program I found out about through a friend called UVLayout. It has really helped with my workflow.