I would like to use my own 3d model of a character but my uvmaps are so similar in basic uvmap seams that the uvmap itself looks very similar to another popular character uvmap. I want to know if I adjusted my uvmaps to match the existing object, if it would be considered stealing. I will not be using their textures but…
Hey, I want to make wings with feathers for a game creature, should i uvmap a single feather and just have an array of individual feathers? Or do I need to combine them and create a unified uvmap and texture that instead? Thanks. I am just not sure how to go about uvmapping this
I am using turbosmooth and I know is destructive when used on uvmapped items , but I read somewhere that opensubd did preserve uvs , I tried and it doesn't may be I don't remember well ? or May be I am missing something ? Or may be there is another way to uvmap a low poly version of a mesh before smoothing? Or I just have…
Hello , I was making this kind of round obbject and I wanted to use the most from my uvmap space , I was wondering if is possible to use a rectangular map in 3dsmax and zbrush to bake as well in xnormal .... Or do I need to stretch it into a square?
Hello , I am trying to make a perfect junction seam between two parts of uvmap islands, on splitted mesh parts but no matter how much I increase the resolution in viewport and in uvmap editor , I always see a minimum of black seam line on the border, why that? And how can I do to completely remove it?
Hi , I was working on a polymodel and I carved out a shape , but then I realized that I could make a nicer work using an alpha mask directly from photoshop so for this I needed the model itself to have a base uvmapping ... so I exported themodel in obj imported in 3dsmax ( the lower res of course ) then uvmapped there and…
Hi, I'm working on this project from Max and Importing stuff into UDK and along the way I don't know why for one of my mesh UDK translate the UV maps very messed up for my Island/grass top. In my max file the Islands doesn't have messed up UV map, and 2nd UV map(Light map) this is the regular uvmap for texture this is 2nd…
Hey people, hopefully someone can help me with this. I have a modular wall that I want to texture using substance designer/painter. When I uvmap it, its not square. Now I know if I stretch it to fill the entire 0-1 space I will get stretching, however if I render 2-1 ratio will this offset this? How would you approach…