I agree with you guys on the legs, I lengthened them and he is standing a little more upright now. I still want to keep him in a semi relaxed pose so I don't want to stretch his legs to much. I will have more updates coming soon :D
The way to create UV shells by smoothing groups in Max should be fairly straightforward. Do your selection(s) in edit poly by smoothing group (smoothing groups dropdown), open the UV editor, break the group off and relax. Boom! Instant UV island by smooth group. Rinse and repeat this process.
For those still having this problem, relax your work is not lost. You click any tool and stay over it and look in the pop up window in the 3D meshes section. There is probably your right tool over there with all your work hidden from you for I don't know what reason!
What I am generally forced to do in max is create my UVs below the turbo smooth modifier, turbo smooth to whatever level is necessary, then apply another UV unwrap and relax all my original islands. so the stack is: -uvmap -turbosmooth -uvmap -polymesh not pretty, but if it works right?
Stressed UV's the ones which look like they've been shot into a singularity black-hole across the room. Basically, ones that overlap in very small part of the UV editor, and which don't untangle, even with high relax values and require you to redo the UV's since they're a lost cause.
I agree a lot fo this wont work when rendered to texture, at least not that well. Plus theres a lot of waste. Your project lead, be it a teacher or a game mod lead, needs to relax a little on what can and cant be done. Lots of polygons dont make a model, good polyflow does.
I'm quite happy with it. I play it at the second hardest level and I don't have the feeling of being indestructible. I die from time to time, but not too often. And I don't have to reload my quicksaves just to survive with more hps than the time before. This helps me to relax
Haha frenchie you respond like i said it was crap. Relax buddy, its very good modeling i just think it could be amazingly good if done slightly different. I guess that just comes down to personal preference tho really. Sorry for having an opinion on a messageboard =D
Hello, im still learning zbrush and iv noticed that often this happens in my meshes. they get those spikes or sometimes holes that pierce the mesh. im working on dynamesh and dragging with ctrl to recalculate doesnt eliminate thise. neither does relaxing, smoith brush, fix mesh or close holes option. why do those spikes…
In that case, I'll answer some of the basic questions and then just write some thoughts and feedback I have related to the UTMC. If you entered but didn't finish, what was the primary reason? I entered and finished, so: If you participated in the contest, what was the primary reason? It was polycount's first 2D contest, so…