Well I adjusted the fabric on the jacket a bit by reducing the bagginess of one of the arms and flattening out some of the folds hopefully the fabric reads a bit more clearly. For the hoodie I am going for a windbreaker style hoodie that has a lighter weight nylon outer shell and a cotton lined inner shell. I am going to…
There are two things I think you need to do: 1. Create larger seamless modular pieces which are combined versions of the single piece. See Minotaur0's explanation in this thread. 2. Make sure you've got at least a 2 pixel pad around each shell on your lightmap UVs (4 pixels between each shell). And for the love of all that…
Here is my lowpoly with unwrap: https://gyazo.com/f71ac45e34f35eaf797acd30501f0a01 the reason it looks like it doesnt have smoothing grps because i load smoothing grps based on uvw shells hmm i wonder if i'am missing something here. So with this workflow UVW/SG (averaged) i need to have LP'S shading corrected? like then i…
Yeah indeed. You were right, it also selects longest edges, rotate all shells indepedently and center shells and way faster than my own script. Didn't remember it has all that last time i've installed it as i remember doing the suggestions. I still like my behavior where the longest edge is only searched in the outline…
I believe you should be using smoothing groups on your low poly model. It will have a big impact on how the normal maps turn out. Generally speaking you should separate your UV shells whenever there is a smoothing group change. In other words, split the UV shells where there is a hard edge on your model. See this thread…
Ah ok, I kinda get where you are looking now. To make nice renders. Well 25% is probably just rendering skills, which are just toggling the right buttons really. 25% is probably the models. And then 25% is lighting, and then 25% is a good angle. The latter 75% of all that is kinda fluffy in nature. You could have awesome…
The issue you are having comes from ray missing error your baker does . When low res surface probably folds into itself or having narrow gaps and no way to separate parts telling what specific point ray should see/ stop at and what shouldn't. Possible solutions: 1. More low res shell encompassing the thing around having…
Hello, i used UVLayout v2 Pro from Headus for the first time for my UV unwrap. I modeled a temple entry in 3dsMax and used a bridge script from Miauu to send it to UVLayout. There i unwrapped my model, sorted my UVs and send it back to Max. Then i added a UVW unwrap modifier to move the shells a bit and used Textools to…
PolyTools3D released PolyUnwrapper 4.0 for 3dsmax2010-2015 Personally I think its worth it just for the custom packing, quick checker patterns and multi-stitch. But check out the other tools for yourself there are a lot of handy features. What's New in Version 4.0 * Multi Stitch. Stitch Multiple Shells at once * Custom…
Yea, as powerful as Modo was, its design is simply not enticing to the vast majority of modern 3D artists. We've fully entered the age of art automation with AI, smart materials, auto retopology, etc. so for a tool to succeed it needs to be either heavily automated or be streamlined to the point where someone can get…