Quake despite its rather rudimentary and unoptimal uvmaps, it still holds up artistically, so much that every attempt to remake its art in a better technical form never did it justice
We use flatiron asa apart of our pipeline, but not for baking, but for the uvmapping. Id also recomend using the engines bake, unity and unreal both have it built in and its pretty good on both.
@jonas-144, that looks amaizing!!! Can i see the second uvmap channel of the wall mesh? i could never fix the problems i had with lighting on my modular wall pices
I would unwrap each object individualy by hand _before_ i copy it around. Your facade looks too complex to get any usefull uvmap by simply box mapping it anyway.
thanks its always intresting to test out some new UV toolos for maya. was just about to unwrap a model so i will test heavily on it with your uvmap tool thanks again
Been using Blender for uvmapping for years, I can do it in Maya too, but overall I've not seen a reason to move from Blender. Though I'd like better uv packing tools.
n30g3n3s1s: I woldn't mind to get in contact with you... IM or something. PM over at HL2. Thanks, EarthQuake! I will start UVmapping as soon as I get the mesh how I want it.
when i had my old computer wich sucked balls i used to make a simple plane then uvmap it and make the highpoly parts on that, then i would add in the detail through photoshop.
thanks! sweet layout vig! I never thought of rotating the helmet like that, I have to admit uvmapping is probably my weakest and most disliked part of the game art process :P
- Unskipable cutscenes and intro. - Obvious lazy uvmapping - Inconsistent texture resolutions - Goddamn fucking quicktime events. Worst shit EVER. - Not being able to save when/where I fucking want to.