Hello all. I am currently working on a character and I want it to have pixel textures. I am confused about how to straighten uvs. I am currently trying it with this simple mesh, but whenever I try to straighten it, it looks deformed and you can see the stretching on the checker map. I tried different values of the…
I think it depends on the engine you are using, but for UDK I'd make the broken parts and oil/blood spills into decals. So you have a clean base material and can decide where to put the decals. Sometimes they are a nice option to cover seams between tiled surfaces and further break up the monotony. Decals should be handled…
I did not hate this movie. I rather enjoyed it. Not to be a dick, but I did try to shut off my brain like the rest of the masses that saw this movie. It didn't work for me when it has for many other SHITTY movies. That's fine when done right. Avatar wasn't done right or wrong, it was just done. This movie failed to engage…
I was writing that "you probably should, just for the sake of it", but their website got a UX makeover and made things very confusing (and I personally find their UI not very pretty). Their homepage has no link to a help section anymore, it's now an infinite-scroll of their top selling stuff. You need to click the "Start…
Devour [Final Draft] A creeping miasma of chilled despair engulfed the darkened shacks at the ends of Mudtown City Limits. Rows of jagged rooftops were illuminated by the moon’s light, brightening the tiny city on the eastern shores more than the city lights. Nothing exciting happened in Mudtown aside from the occasional…
Hey guys, I'm a maya user switching over to max and I'm running into an issue. Are there known problems when export OBJ/FBX files from Max 2013? I never use to run into any problem exporting from Maya, but now I'm having all sorts of issues. Here is one: Exporting OBJ/FBX with 2 UV shells in Max With these settings (or any…
Hi! I'm new at Polycount, and I would appreciate your help. After reading lots of tutorials about UV mapping, and after lot of experimentation, I have decide to use just smoothing groups (no chamfers) in some mesh (helicopter rotor) wich have lots of 90º angles. As I have to split the shells (islands) in the uv acording…
Good info! I've been doing similar straightening methods in Blender with the Zen UV addon, specifically the Reshape Island command. Using this as an example of non-quad straightening by selecting the edge or edges to maintain axis alignment and it straightens the shell while retaining volume. It can certainly do a lot of…
This sort of thing has been bugging me for months now. My current unwrap/bake workflow is to apply smoothing groups after done retopologizing/low-res model, unwrap by selecting smoothing group faces and planar map/quick peel them, then bake. The results work fine (as seen in the images), but I'm aware that this yields more…
I'm totaly with you. I think maya do better job here becouse it "'see" information beyond uv shell seam and interpolated this to pixels on the edge of uv. "Fill texture seam" function just make that effect more visible. Max, Xnormal, Modo, Blender from my test just ignore information beyond uv shells. Completely stop…