Any suggestions on how to unwrap a model like this efficiently and without much stretching? Currently doing in blender but it takes a lot of time, and zbrush auto unwrap leaves too much stretch
I assume this is the correct place to ask. I don't have a technical question or modeling problem right now. I was just thinking, what's Blender's standing like these days?I remember that it seemed to be mocked quite a bit in the past, and generally considered quite inferior. With things like the sculpt mode changes and…
@Rima Generally yes, Blender is a very competent modeling package these days, I use it as well as several other artists I work with. I've switched off 3DS max completely, but still use Maya for work. The only real complaint myself and a lot of other people seem to have is the UV editor needing some love so it's less obtuse…
The GSoC precision modelling tools look amazing! It's great to see modelling getting some love :D [ame="http://www.youtube.com/watch?v=Orx9lQLoqos"]Precision Modeling Tools 1 - YouTube[/ame]
I'm preparing a couple of models for my demo reel, and am finding it to be more difficult than expected to render curved wireframes on a model in Blender. This is what I'm talking about: Model is subdivided, but the wireframe has the resolution of the original low poly geometry, and smoothly follows the curvature of the…
Works fine for me. It's at a very early stage right now obviously, there's no model to model baking at all, but already there's a couple of interesting thing you can do with it eg. slap a tilable texture onto a model and bake it using blended box mapping so that you have no seems on the model. OSL also opens a lot of…
@Justo unless you're pressed for time, I personally feel that modeling and rigging your own base meshes is way too educational to skip on it. You should really make your own, if you can. Besides topology reference images, you can also have reference models such as the "build-a-bod" models (which are Blender-friendly rips…