Hi, I don't have much experience with unwrapping
UV. I need to unwrap the UV of a product. I'm looking for a solution to
unwrapping UV Automatically. And, also I would like than the UV map
is meaningful for a non-3D user. So he can open the map into Photoshop to
paint it and he will not need to take of the distortion you…
Considering it done. 20k tris(excluding all the arrows), Im not sure where I hid them all though. As for design and colors, I've been struggling forever. I couldn't decide between 80s "chrome n neon" or a more contemporary Sci-Fi feels. Ended up somewhere in between I think. Also bow wielding doesn't really scream…
Most metals I see are conservative shades of gray, bronze, or gold. If someone wanted "out there", funky colored metals that are grounded in reality, can anodized metals be used as reference? stuff like this: -Or is it just a coating, and therefore a non metal?
Well... this is the year it all ends. I've always been a Star Wars fan, even through the tough episodes that had so many doubting the franchise. So this is based off the schematics from The Empire Strikes back. Still my favourite of them all. Modelled in Maya. Textured with Subs P and Photoshop. Rendered with Arnold.
Hi all! Just wondering, is this acceptable in a 3D model? I can't remember if I am just recalling poorly, but I think someone once told me that it was a bad idea to have a vert share 5 (or more than 4) faces at once. Is this true? And if so, what is the reason behind this? Is it to do with performance issues? An answer…
hey everyone. i was wondering if you guys know a fix (or really fast workaround) for the nasty distortion happening when rotating uvs while using a non-square texture. i also just found out that maya 2009 has a preserve uv functionality (finally!) but is there a way to make it work in 2008 too? cheers, henning
Good day! I’m looking for an environment concept artist for a noir detective game. The game is set in neo noir style with big accent on colored and neon lights, and set in not so distant future. The environments are modeled and textured at this point, however they’re lacking details and personality. There’s no need to…
As long as both dimensions are power of two you are good to go (good compression result). Not that sure for non power of two ones. There is setting for adding extra padding to non power of two ones and I suspect sole purpose of this is to save some space AFTER they are padded and compressed against source file texture.
Here are my renders from the Environment Diorama I worked on in my Game Art class. I was going for an abandoned arcade look, think liminal space or the backrooms. Sort of like a dream or something that isn't real. With bright neon arcade colors with an old, broken-down look to the objects within. I didn't want it to be…