ok nm ive played about the import file options if i remove the uv wrapping and just leave import uv it lets me get away with it, btw i highly recommend uv layout to everyone ive used a few different ones in my time and its by far the most efficient. cant say the same for xsi mind.
Sorry, I'm having a hard time wrapping my head around this concept. My Uvs are snapped to the grid, but I thought if I keep more space between each Uv shell, It'll prevent light bleeding. What I was thinking was just hitting layout and then adjust the Uv's slightly so there's more balanced space between the Uvs.
Perhaps so but then my definition of next gen asset would have to be that it takes months to make one and weeks to change it and by the time you are wrapping it up you will be so burned out from looking at the same damn thing for such a long period of time that you wish you'd have taken that job at some indie doing mobile…
Well I'm wrapping this up. Didn't change much from the previous picture, gave him a better shave and some small fixes. As usual full res + more @ https://www.artstation.com/artwork/1nrD6q I think I wanna do some fanart next, all of this depending on whether being a parent gives me enough time Enjoy
Hey, thank you for your comment! :) The second picture showed just a closeup from the alien with a transparent background (that's why its dark). But thank you for the hint! I mean, I like the idea from a snow globe - like putting a landscape or a scene into jar. Instead of just creating a scene, why not wrap them nicely to…
Thanks for the reply, currently wrapping my head around MD so it was very useful. When you say a "flat" version do you mean the pre-simulated pattern of the shirt? Does MD auto UV all your shapes? Your layouts look sweet this is going to be an awesome piece. The topology you're managing to get is mindblowing.
Looking to wrap up this project now as a deadline for it is approaching, so if anyone has some last minute feedback or has any suggestions regarding post processing etc then please fire them at me! Thanks to everyone's feedback so far, I feel as though I've improved a lot :) The screenshots show the scene with final…
The armor he has on his legs don't wrap around his calves very well, it looks awkward. From the concept you don't see very well what's going on at the back of his legs. Maybe you could take inspiration from this: https://s-media-cache-ak0.pinimg.com/236x/36/a4/c3/36a4c32196afe2089b3108e99d4876db.jpg
So end of day one - Base colours / materials are in and his Rebar club and arm wraps/armour are done! - Blood splat on the club's a bit cheesy but should look nice in render, all wet 'n' shiny! Took quite a while but was just starting to get up to speed there but I gotta stop now, it's 12am here man! :s
Here is a small artbook I did for my game to clarify the gameplay and overall vibe. (Who knows someday it might actually get printed! o:) ) I'm now wrapping up my prototype after a small pause caused by my computer breaking down. :D All good now. After this: Combat animations, here I come!