I am currently in the optimization stage of my project and I am looking to reduce the final build file size. My question is regarding compressing texture files. I'm baking the majority of the world as static objects at a 40 textel resolution. For the static objects with baked lightmaps, is there any point to compressing…
The arms are sticking out rather spaghetti-like. Where are the latissimus dorsii? The shoulder could also do with a bit more defined shape. Be it a sharp ride because of the stitching (see image) or more defined muscle (especially bringing in the shoulder and adding a dimple above the triceps) - it needs some slight vertex…
The legs appear to be stuck-on, rather than flowing from the body, making the hips and shoulders far too wide. You already have a decent top-view which shows the correct dimensions. You seem to have run into problems when tessellating the model, losing the definition of your base mesh. The plates - at least for this…
whats viewport canvas? Btw It turned out that the choppy results I had in mudbox where du to an overlapping seams in the uvmap ... I redid the uvmap and I could get seamless results , tough my problem with it is may be because I do not know the tool very well ... whenever I paint on the surface the fallof distance between…
Here's a short video showing what I'm talking about. I have some issue getting audio to upload on youtube, but I think you'll get the idea. Problem with using the scale tool is that you'll have a little more trouble getting each frame to be the same size. Of course you can make things precise afterwards by grabbing the…
@bhavya_rathore What you have is a good starting point. To complete the shape just run a bevel / chamfer operation on each side to round off the corners. Then, if the model needs to be subdivided, add the support loops around the base of the shape intersection.
Hey :) I'm working with a non square texture ( for some reasons, I have my trim + decals on 1 texture 2048*4096 ) However, each time I want to place a strip on my trim, I have to go in the modifier Unwrap UVW > select my texture in the list > go to the Options > specify 2048 * 4096 Is there a way to be faster ? Is there an…
I may never know the answer to this, but I'm stubborn and can't step away from a mystery. I have a situation where I have a low poly mesh I've exported in fbx from Maya, and a high poly mesh I've fbx exported from ZBrush. The low poly was originally retopo'd in Topogun with an OBJ of the high poly from ZBrush as a…
Ditch the massive footer image. Not only is it 50k of useless information, it's a fixed size and it's massive (1203x171 pixels? What if you're looking at this site on a screen/window less than 1203 pixels across?) that's a big no-no in web development. Your site should be able to adapt fairly cleanly to any aspect ratio or…
Awesome help guys. Thought I'd throw in my knowledge on the subject too. Power of 2 images sizes in general is a good idea, though not really mandatory any more (with stipulations to older hardware, which you probably wont target anyway.) Square is debatable, but often a good rule to follow also. On today's hardware…