Ah, yeah, that was it. I have my hand poised at CTRL + Z all the time, and sometimes I just get moving fast, and hit CTRL + X by accident. I can totally see me hitting x and left mouse. Thanks for that, Adam. I'll unmap that shortcut immediately.
np Lord, sorry for the delay, but know its coming UVWmapping is started, but i need an opinion http://www.n00bstories.com/image.fetch.php?id=1317392365 http://www.n00bstories.com/image.fetch.php?id=1042440802 Should i put that thing on his forehead back? or leave it off?
Here is my tank with texture work started. i was able to limit it to 5 texture maps at 2048x2048 i will continue working on the texture, spec and AO maps for the time being. as well as working on environment assets to show along with my tank. so it doesn't look so lonely. =P UV_Maps
You need to take a look at the material files for D3 and Q4 as there's a 'special' parameter in there which they use on character models called "unSmoothedTangents" (although it can be used on other models). I've got two working character models done for Doom 3 without too many noticable artifacts from mirroring the UVWmap.
ok, so i've used the groupsplit tool to split my mesh down, but it's done it by element, so both boots are now different subtools. i can't edit one and have those edits show on the other, how can i merge two subtools into one? also, uvwmapping in zbrush sucks -_-
Sorry for the double post (Well i'm hitting the sack) Reduced his polyage to 2842 tri and uvwmapped him as well as giving him a shitty (for now) seamy skin, will obviously be improved. http://www.planetgargoyle.com/newfirebrand.zip incase anyone wants to take a shot at skinning him :P
1) Designers who can't make up their mind what to do until the last min which happens to be 3 weeks past their deadline and a solid 1.5 months of bugging, begging and suggesting ideas from the art dept. Only to have them all shot down and being told to wait. Then said designer gives the art team a half baked idea and…
Got it figured out after much head-bashing: sel = getCurrentSelection()for obj in sel do ( convertTo obj Editable_Poly addModifier obj (Uvwmap ()) obj.modifiers[#UVW_Mapping].maptype = 4 obj.modifiers[#UVW_Mapping].length = 100 obj.modifiers[#UVW_Mapping].width = 100 obj.modifiers[#UVW_Mapping].height =…
Not at all. A good amount of padding is usually 8 pixels between islands. I'll link you this image I made, https://dl.dropboxusercontent.com/u/70269048/uv_mapping%20_thoughts_skankerzero.jpg I also recommend looking through the Polycount wiki and checking out the other uv tutorials.…
Klunk beat me to a solution. :smile: I like to use modifiers, and since VC are just another mapping channel, you can use UV modifiers to edit them. ( newColor = [1.0,0.0,0.0] uv = uvwmap length:0.0 width:0.0 channel:1 utile:newColor.x vtile:newColor.y wtile:newColor.z addModifier selection uv
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