Are you saying that I can create a map for two different versions of pillars and all i have to do is take the same pillar mesh and move around the uv's on the texture map to get two different versions? If so how do I go about making a 512 x 1024 map to fit things in with more space without the uv's stretching horizontally?
hey butt thanks for the suggestion, I guess what I really need to know is, how do I refer to the 0-1 square as a value? with the script I wrote I can scale it 5.2% ect, but how do I scale it to the value of "the size of the 0-1 area" if I can get that value I can then put that into the script I guess...
Wow good timing for me, I was just thinking of picking up some tutorials to help me learn. I just might have to grab this when I get some dough. Also can anyone recommend some DVDs on creating characters? (sorry for the semi-thread hijack) I was thinking of picking this one up....…
Those lights are the result of a Maya script called Global Illumination. The script allows you to fake high quality global illumination and allows from so pretty decent looking, pretty quick renders. The shadow is just the default Depth Map at 512 resultion which is why it's fuzzy. If I turned up the resolution or turned…
Today's work: Real thing: http://dc308.4shared.com/img/hPEx1Vb5/s7/armbrust-twinbow_ii-572.jpg (I believe this is the weapon that the xbow in DX:HR was based off) handle is still wip, simple shape but for some reason it confounds me. After that's done, it's just the wooden front grip to do.. then it's pretty much complete…
For this project I was tasked with modeling a sci-fi crate from a concept, with a tri-limit of 2,000 tris. I also had to make two texture sets at resolutions of 1024 and 512 to see how well the details would hold up at the lower resolution. I'm including both my initial turn-in, as well as an update with corrections based…
Just a small update. Got the Green version done now too and threw in some fishes I made earlier using the same basic workflow. the fish specular works alot nicer in my night time environment though ^^ Texture size for the planes are 256 each and the single apples share a 512 texture along with some other foods, tomatoes…
Maybe i'm doing something wrong but i would love to have bigger masks, for the dirt, scratches etc.... When using the default Texel Density 0f 1024 or even the 512 resolution for better details, the masks repeat extremly on bigger objects like a plane or balk etc... increasing the mask or the pixel density makes the…
TexTool is must script Old but Gold :) You work on uv pls you can tell me how i can make uv 512 x 1024 when i try my texel density stop work and when i resize texel don't move then i can't see ho put model :( plox help XD
Mask_Salesman: cheers buddeh ^_^ Free_Fall: all night long meng :P CodeFather: thank you very much sir Pedro Amorim: awesome! b1ll-lyness is close to godlyness, thanks sir messing with a old concept finishing up something i should've finish properly ages ago some handpoonts 1900 tris on a 512 and a really delayed crosspost