First time texturing and UVmapping a model, it actually turned out pretty okay:)...(Texturing process would have went better if i had a tablet though). well off to do more modeling. Maya for modeling and UV's . Photoshop for textures. Thanks for viewing!
580 tris so far after around 2 hours chugging away. All of that is UVmapped, it just needs arranging once I've got the rest of the mesh. Its fun working out what faces can share uvs :)
hi, someone can tell me about bad/good mapping? I'm not able to understand why my model seems so bad when inside tabletop simulator not mapped/badly mapped one good other no this is only an example model, but if I will have more complex model??!?! video tutorial seems easy process, but surely I'm misunderstand something...…
Hello , I had been trying the last days to use Quixel and texture my big spaceship model with it , the model is high poly , but despite I have uvmapped every single pipe and bolt on the model I am finding really difficult to be able to assemble all the pieces into manageable textures , forst of all if I merge allpieces of…
Hi, as title said im having a little trouble with rebaking normal maps. Im looking for a way to compensate rotation of uv islands. ive made an example Top one is simple 8vert cube with baked normal map Bottom example is same cube with new uv island arrangement. Basicly rotated. Then ive baked top normal map (simple…
Hi There, I am trying to scale the "uv map" gizmo in 3ds max but is not working it does only allow me for translation... also when applying a new texture to a simple image plane, it looks tiled like 1000x times... can someone explain me why??? This is really frustrating, thanks.
Thanks Eraserhead! All the textures are hand-painted. I never thought about adding the textures and UVmaps to my website. What is a proper range for videogame poly meshes? Closer to 10K, or more than 30K? What's an appropriate range?
What if there was a robot sent from the future who's sole purpose was to UV map things? @ Malcolm - I have been guilty of the following in regards to semi-auto UVmapping: I get the mesh with properly UVmapped diffuse channel (with overlaps and shell stacking), dupe that UV channel, and scale UV's to mesh to make sure they…
Ha knew that you was not sleeping until now. Just dropping by to say that his looks awesome, also the other thread with the knowledge bombds is great, Thanks for that. Do not know what your knowledge about uvwmapping is but that looks horrible even for a 6am Uvmap =P. Some points to get a decent uvmap. Think about stuff…
ive been playing with the high poly offset feature with exploded low poly mesh, and maybe i have to use a cage but just with really small ray distances it still renders artifacts onto other parts of the uvmap .. any ideas ?