Whats an 8 sided texture? Anyway some engines do not allow a double layer of normal map and normal map detail so if only one is available that tech is not usefull... I guess best is to design a texture for rock that does not have many shadows painted in it or would look odd when rotating the stone model in other than a non…
They are many differences actually. The principal one is the Unfolding algorithm itself, which flatten the model without stretching. There are also very efficient tools for marking edges to be cut, like the shortest path with live previzualisation. You have also many tools for editing / optimizing / pinning / copying the…
i'm not near a real computer right now but there's a couple of different maps you can use to control anisotropy. in that tutorial it seems that they're just using a normal map (bent in the tangent direction?) specifically for the specular component, but usually i guess you'd bake tangent maps. you can do this in maya (in…
MOVIE It's crap quality, so I'll explain the steps: 1) Convert object to editable mesh 2) Unweld all UVs 3) Make your initial map (in this case, planar) 4) Choose UVPaint script and click-drag on the mesh (from the part that was already UVmapped. It will continue the UV to the new face. Sometimes an error will pop up the…
Hey thanks FatAssasin! That method seems to work pretty well. Though now I have to go back over the model and change all the chamfers Sorry if I'm becoming a pain but there's one more thing I'd like to know if there's a fix too... In the picture I have a low poly cylinder that was uvmapped then meshsmoothed. If you look at…
That looks like uv problems there, how does your uv map look? You dont need uvs for the high res mesh, but you need yo have a good uvmap for the lowres. Edit, i see your uvs now. Its hard to tell but are they in teh 0-1 range? If they're outside of that range they wont work correctly. Also your uv is set up a little…
it will most definitely take some playing around with FOR SURE. just keep pumpin away and fine tune using the tools and find a way that works for you. about the planar mapping. oh yeah man...it's still there. you can either drop a UVmap modifier down, select some faces, and choose planar map. or you can throw a UNWRAPUVW…
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
Hey, I'v modeled a mesh of a Girl for a HL2 mod a friend of mine is making.When I wass trough that fase I started to uvw map it so I could take it to MudboX.Then I imported it to mudbox and started to sculp the body, but when I was done and ready I baked the normals but my normal map all screwed up..... You only see half…
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.…