@Yoji Hey man, what I would suggest is creating 4 or 5 cards. Lay them out to create UVs. Then duplicate. I guess that is future reference unless you want to recreate your hair. With all your hair cards in place, you can attempt stacking the UVs on top of eachother. Here's a breakdown which I found very…
renderhjs: Are you using "snapshot" (or "snapshotAsMesh"? can't remember if that's a command or not)... I noticed a while back when doing my normalize UV script, that sometimes meshes would change topology after a snapshot. It was very strange. I had a test case lying around somewhere, I'll see if I can dig it up.…
From what I have experienced and observed it's pretty simple really: The quality of your portfolio determines the quality of your employers and clients. As to your other question, from my experience there is way more props/environment work out there for freelancers than character work. I personally had much worse hours and…
You still need to gather more reference and actually study the shape and form of the objects. Just this front section is still not right. Here's a load of reference from just a very quick Google search. http://forums.blendernewbies.com/viewtopic.php?f=17&t=408 The upward extrusion you have made doesn't match the reference,…
[PB]Snoelk Yesterday I was testing ipackthat again (downloaded a demo) and there was a problem. It just crashes when I import my model with "skip self-overlap detection" checkbox is off. When I import with checkbox on and start packing it crashes too. My model has about ~1200 UV shells (70 000 tris) a bet its a main…
Hey didn't catch this. Are you using Max 2008 or something? They changed the FBX exporter recently, which is pretty much a prerequisite for UDK: it needs a recent FBX exporter because the old ones weren't very good. I haven't really got the time to test this on 4 years worth of Max releases, but I'm guessing 2010 upwards…
Okay so now my problem is...When I remove an edge the diffuse UV's in channel 1 are okay, but the UV's in channel 3, for the light map, jump to a new location. It seems like a bug because even if I undo the UVs stay in the new spot that they jumped to. They aren't distorted or anything they just jump to what seems to be a…
i found this when doing some research for work regarding topologies in production. http://www.asepulveda.com/2008/07/topologies-in-production/ The topology works really really well as you can see from this link: http://igorstefanovic.com/projects/character-development/human-hand-study.html The hand in the second link is…
On the 1st wireframe, you can get rid of the loops on the left and right, and use face weighted normal/edit the vertex normal to achieve the look you are going for. With tileables, there isn't really any other option to do what you are looking to do without adding geometry. I use maya, and a tool called migNormals tools to…
Well I'm still very glad you like them. Working on these I was very conscious of the fact that they may be hard to market for other gaming jobs. Blame the "casual" gamer I guess. But then again most adventure games follow this kind of design style with the pre-renders. Gears of War is sooo 2008. Pre-rendered backgrounds is…