First of all thankyou for helping me .... I applied an opensubsd , I can upload the low poly but the uvmap will be different , because I used the subded one to catch the shape of the inlets between panels for the AO and uvmap that otherwise looked distorted once I applied the opensubd in render . My objective with DDO…
for how strange might seem somehow I found the earlier version of uvmap tool working better, like the relax tool now in 2017 doesn't work at all , it messes all time my uvs shrinking or else .
btw can you shoe me in particular wich parts do cause on the uvmap the problems in ddo ? I was checkingthe uv and despite it might be better I can't find a reasonwhy DDO makes those gray stripes in those places because the uv seems fine there.
Ok thankyou , do you think this is the problem I thought that actually the uvmaps were mostly fine as I used the new 2017 peel tool that stretches the verts and then I checked the checkermap and it seemed even ... can you point me some examples of the problematic uvs? Also do you know of any faster way to eventually uv it?…
Hello , after Synaesthesia sugestion I am posting this here in the hope to see how t solve the problem with DDO when texturing , I am working on a high poly model of a spaceship and I have split that into chuncks islands of uvs so to have the possibility to texture each of them with Quixel. The point is to make textures I…
Here is the prove that apparentlyQuixel has a limitation on the high poly model texturing when edgeloops are close . This is the same model , the first has dense edgeloop ( despite not so dense in high poly terms its like 4 lines near vs 1 in the following model ) Here is the model with reduced edge loops in the model btw…