Here a quick look at the set layout for a little action scene. Once again using iClone 5 Pro but the same techniques should hold true for the new iClone 6 as well... [ame] https://www.youtube.com/watch?v=E8Qph3eDhpM[/ame]
Nice work. I only saw two models though, before I closed the site. It wasn't loading fast enough. Also, it took me a minute to figure out how to save an image. Why have such a fancy slow layout?
I always thought Halo Reach's menu stood out from the crowd with it's artwork behind a nice simple menu layout. [ame=" https://www.youtube.com/watch?v=6It3H4eN3gQ"]Halo Reach :: Main Menu-First Look - YouTube[/ame]
Well, I've got myself a great anatomy book and begun refining the body. I'm pretty pleased with how things are developing though I think that focusing mostly on the muscle layout has made him look a little... odd. Anyhow.
Do you guys plan on implementing a way to view flat UV layout images in the viewer? It's just an image I could stick on my site next to the viewer window I suppose, but I'm just curious if you're looking at a solution for this.
a bit late but thanks for the clarification guys. My understanding is purely practical from working in Unity or Unreal, but looks like I wasn't using the right terms. To me, so far, material has always equaled = one UV layout.
Texture layouts are pretty ordinary. Almost everything's uniquely mapped, with a few exceptions for details like jutting stones or posts. I use tiling textures as a base for things like plaster and shingles, then paint a lot of unique details over them.
Why would you need to change the UV layout at all just to create a non-contiguous mesh? As long as you break your mesh apart at the UV island seams you should be able to leave the UVs as is. Will check the FBX shortly
Man, how did that get overlooked?! Many thanks for catching my mistake. I do apologize for the garbage layout I have and the unclear structure. I'll invest more time into window designs as soon as I have this script working.
the question appears to be specifically about the layout of buttons in the edit poly rollout. not the icon theme (can probably change with resource hacker anyway) nor the main toolbar. so, you'd have to compile edit poly from source to do this? anybody?