I used to have a lot of issues with uvs until a friend lent me a cd of Digital tutors UVmapping in Maya.Everything was explained in detail.If u can get a copy.I am pretty sure u would understand everything once and for all.
Thanks guys With texture mirroring, I were able to use only two texture maps. Here the new body UVmaps : I have started to skin the head today : I would like some opinion about the color schemes.
dummeh - love the style and proportions :D got the whole lowpoly model, uvmapping, baking, cleanup work more or less done. baking was not so funny, my computer is too old for such fancy stuff :( 5.5k tris - 1k diffuse/normalmap
I helped a guy in my devteam to clean up his uvmap for this pillar I don't think you will make that much out of it but, yeah, I want to post stuff and this is what I'm working on... :) I'm nervous for some unknown reason, maybe I need some sleep... :poly142:
I dont really get your UV map, you're not making the most of the texture space if you texture like that. Also your normals arnt really showing in UDK. Might be beacuse of the UVmapping. Instead of mapping each brish individually try making the entire wall flat projected.
What exactly are you looking for? Something like this? Did that with a few clicks in Wings, (UVmap -> Cut seams -> Unfold). I seem to recall someone here working on a plugin for Max for that kind of workflow, try doing a forum search for that topic maybe? [edit] Did it for you the thread CrazyButcher's cottage
Thanks for the video. So there's no performance gain using UDIM, compared to just assigning 1 material 1 uvmap like the traditional way? Btw I know this is an old thread. Can substance paint on multiple texture sets at once in the latest version?
Ok no answers so I suppose its going better .... so I unwrapped after fixing some otherminor detail and made the eye part of the same mesh ... What do you think of the uvmapping? I will add the other details in zbrush ...
Which 3d package are you rendering it in? Did you UV map the sphere in the 3d package in the same way you want the texture to appear? What I mean is, I uvmapped a sphere with a worldmap on it in Max. If that looks correct, then render only the UVs.
I Incremented the polygons on the sides to round up more the shape and I redid some uvmapping especially to the frontal wooden bar ... how looks now ? What other details I coul dadd? so far the item is around 700 polys...