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.
Great stuff guys! NASTRASH, a couple spelling/grammar mistakes... 1st paragraph: "... and then reuse already moeled and mapped elements. This will save alot of work. It is alot faster ... or fixing streched uvmaps." "3. Im ... " (needs an apostrophe, multiple repeats) "4. ... and fixing streched UVs" teaandcigarettes just…
i have tryed alot of approaches to UVmapping.... with varying degrees of success in the past. but i cant really takethe lack of control i get with most. i do an auto unwrap.. where its ok ill leave it and where its out ill uv manually with my own projections.. the just sew it up.. its time consuming, but i hate the errors…
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 )
I am fiddling around with how to name Substance outputs properly, so that the resulting textures are placed accordingly in Marmoset. Anyone knows, if there is a list somewhere with what to name how for Substance + Marmoset? Currently, my output called "fuzz" ends up in the "albedo" slot, while the fuzz slot stays…
Quick update: I've worked a bit more on the rock textures and blocked out the debris and trees. I'm using a workflow suggested by FemCharles Which goes a bit like: Model a very basic shape in 3ds Max Take into Zbrush and sculpt Re-topologise and UVmap in Max Final sculpt in Zbrush Take Matcap and Displacement maps out of…
got to baking low, but there were some errors and I had to go in to fix quite a lot of the normals map in photoshop. Going to move on tobaking Ao and starting a base diffuse now.I'll fix the normals further if there are any feedback on how to improve the normals map. I added bolt details by baking the bolts on a flat plane…
That functionality was a life saver when I was working on a motorbike model someone had bought online and wanted me to texture a few years ago. UVs and Geo were all broken in weird and wonderful ways because the file export from early 2000s and imported in newer versions (and if memory serves it probably wasn't perfect to…
This is how we work. (We don't sculpt because our style) - concept and decide proportions - continue concepting while building base meshes for all the different proportions - rig base meshes and begin first pass animations on the different skeletons - model characters around base meshes - pass character mesh model to…
Thanks ! I was getting worried that things wouldn't fit within budget ... Turns out, it's tight but it fits (at least as far as the high LODs are concerned !) I am also trying to document all the technical steps with video recordings (pretty much everything except for the sculpting part, since there are so many tutorials…