- Environment Concept Art - The story takes place in Matteo's workshop. We want to show his many interests, such as alchemy, engineering and art, through the environment. Klaudia Spiechowicz Desk Layout Jocelyn Auriel
Usually for this sort of stuff you'll work on a grid based system, testing only against nearby buildings rather than all buildings. The algorithm you want depends how irregular you want the layout to be. For something irregular look at circle packing or Poisson distribution algorithms. For more regular (grid based) layouts…
You have a complex model, but it's mostly made of simple parts. I usually start with some automatic unwrap just to have a starting point for whatever unwrapping I need to do. For more complex single shapes, I'll start pulling logical groups away from each other because I like to stay somewhat organized while I continue…
That's still not possible with 3ds Max, Your viewport layout ist tied into its fixed viewpanel frame and tahts it. No detachable viewport, not more than 4 viewports Max. There were/are some plugins for specific game engines which rendered a view into the scene in a seperate window but that was not a standard Max thing. Via…
I think you can do something more interesting with the layout and composition. All the buildings are the same height, placed exactly the same distance apart, and look identical. Part of what makes medieval architecture interesting is the total lack of city planning, cramped streets, and chaotic layout of the buildings.…
thanks! Ha. I didn't use any references, and i know I should. It was more a test to see how the texture would look on the model. BUT, after testing and watching gnomon dvds on Bodypaint 3d (i chose that over 3d coat) I stumbled upon texturing the 3d model IN photoshop! So my workflow now is to draw onto the model and then…
Oh I've never used the plane3D tool, yeeeah that'd pretty much do the same thing as the imported plane just save a few steps. As for the photoshop layout, you could definitely do that, it's just a matter of preference on how you want to layout the texture. I like to make mine from scratch, usually combining elements that I…
It would be interesting to see what it looks like in max. Those look like edges you shift/dragged out after UV'ing which would never give you good UV's unless you go back in and edit them. Or possibly its like Talon said, you're good layout is on the wrong channel or you have too many channels loaded. Save your good layout…
I prefer the default ArtStation layout for the portfolio page. It's same for everyone and it's easy and fast to navigate between different artworks of an artist. Even grouping their artwork to different categories on the default layout can be a bit annoying too. That's why I always select the "All" section to see the…
Weird, you are right, it seems to be only the UV verts that are being jumbled up. I went back to the old mesh that I had (a hand) and I was able to use the imported mesh from zbrush as a morph target, no problem. But loading the UV's directly from the good layout to the messed up layout didn't work unless I ran it through…