As mentioned earlier it would be easier to help you if you post the uvmap for us to look at. In cases like this i steal pixel density from the areas around, from the nose and bridge of the nose, this usually works okay.
To clarify I'm doing a x: -1 under the duplicate special option box. It flips the geo along with a -1 on the uvmap. I usually reversed the normals to make them blue but the texture still shows it being reversed.
Now that is a prime example of what you can do when you sculpt a good rock. Excellent work, Prophecies! Could I ask you about your low-poly creation (and uvmap) and baking process?
Looks more like you don't have a proper lightmap in channel 1 (normally 0 is your texture, and 1 is lightmap/ao). You can try going into the model in UDK, and quickly generate another uvmap.
That really depends. The uvw xform does it like that. The material editor scales it compared to the center of the uvmap. Anyways, if adding 0.025 fixes it, it definitely sounds like a precision issue to me and you should check out that checkbox.
I am wondering why a lot of artist are still using uvs for game models and movies while ptex is available.If I am correct,I think it has been out since 2011 or so.Ptex allows u to apply textures to ur model without the need to uvmapp and its resolution independent. I think I speaketh for all of us that uvmapping is time…
First time texturing and UVmapping a model, it actually turned out pretty okay:)...(Texturing process would have went better if i had a tablet though). well off to do more modeling. Maya for modeling and UV's . Photoshop for textures. Thanks for viewing!
[ QUOTE ] I think mostly people are just lazy, and slow (in the head). Smoothing groups are very easy to understand [/ QUOTE ] Most new users probably look down at all those numbers and think "wtf?". I never understood the advantage of numbered smoothing groups. With other apps you simply assign hard edges. Does max allow…
Before the dom war I hadn't really thought much of the gridding method. But I'm now seeing a lot of places that could really benefited if I'd laid out the uvmaps more effeciently. Granted, it does take more time, and I've let pelt mapping take care of the bulk of the uvmapping work for 2+ years now, but I think with the…
ok SO now I have about 85% of parts done and most of those UVMapped with Normal and AO and Cavity maps. I still need to do a doorway and the ceiling and denticulation in the freeze. doing a lot of tutorials in Substance.