Nice Head...some issues in the uvmap tho. Awesome skin...i really like the dark skin tone on the Bikerclown. @Thermidor Great Design! The eyes and the teeth look awesome. here´s my attempt
I believe its something to do with angles, and what the normal map can see (really bad explanation). Are the sides of the Straps Uvmapped? did you separate the straps from the body when you baked?
This problem is related to your uving.Try tools/relax in the unwrap uvw editor, because those supportloops dont have proper uving.They are really close to each other on your uvmap, and this is why you get the stretching.
I re uvmapped my textures and the seams are gone now. Can you tell me what PBR materials can i use for a car? I currently have some metal and roughness on the car.
Yeah, I was also just checking that thread. To me it looks like it can work, but there are many questions. As the others saying in the UVmap thread... Like how tangents would work, how to use with normalmaps etc.
You don't need that much padding as you have on your first uvmap picture, but you don't have enough on the second picture I think. You are wasting almost the half of the uvspace on the first pic.
Hello, what those could be due to and how could I do to remove? https://i.gyazo.com/a0956249c797f5b6e25fa18ac4bac482.mp4 HEre are the settings i used to bake : This instead is the Uvmap of my model : The empty space is to be filled in future by other stuff.
Well this is my UVMap so far, I think I may be doing something wrong because no matter what quality of base texture I put over it, it looks really low res in maya and UDK .
All good advice... as Dii said there are lot's of things that people tend to focus on that they should not. My bad habbit is with uvmaps... I am far to detailed in trying to get them "perfect" when they don't always need to be.
problem with that tech speed maker is that the trees have no uvlayout , I tried and it has a messed up uvmapping and as I see would be more timeconsuming to make uvs for all the branches than using the splines I guess...