Scroll down for the finished character. Ok, decided to get back to some lowpoly lovin. Made this guy yesterday. Going to uvmap and start texturing him up today.
Thanks guys! * Haikai - I agree with youregarding the UvMaps. That's something I really think it's missing.... But I was about to do this reel for years, and I had to finish it at one point... Anyway, showing textures and Uvmaps will be my next step =) *lampekap - Thanks for the compliments, and I regarding the the…
Oh I understand now. Well for doing that properly, put the hanging parts to a third texture/uvmap, so you can scale the wall's uvs without messing up the alpha's scale compared to the wall. Or, tile with the shader.And then you don't need the third uvmap. You can tile just the diffuse/normal/spec and not the alpha if you…
i forget that unity have an automatic UV Genrator option in the model section , too bad so much time got lost to make a UVmap in 3dsmax2009 :anguished:
Some additionel info; In the image you'll see the Model, the UVUnwrap of the model and what texporter churns out (wich is the actually UVmapping of mine wich was made BEFORE the bugg)
be aware that vertex-count will be higher, due to the fact that when you have vertex-color,smoothing group or UVmap splits along edges, those vertices need to be duplicated.
Posting a picture of a kitten would have been the same useful as showing a picture of your uvmap...We don't see the issue so we can't guess the solution.
You can scale down those polygons on the uvmap so they don't take that much space. You won't see them anyways, so its not a problem if they are lowres.
ive modeled a reception desk in 3dsmax, and ive added a uv unwrap modeifier and have fully uvmapped the model, but my client has said certain parts of the models geometry needs adjusted and additional geometry added, My question is will i have to delete the uv unwarp modifier from the stack, add geometry and uv map the…