Hi, I'm working on these panels/walls for UE4. I did 2 sizes for modular pieces (panels/walls, ceiling, ground) 300x300 / 600x600 in Centimeters Units. For all the panels/walls, I have 3 Sub/material iDs : ID1 : Panels/Walls ID2: Frame windows ID3 :Glass ( Frosted glass ) I unfold each panels/walls (300x300/600x600) like…
Yozora: That one is mine too, heh... but it's not a normalizing script. That one just relaxes the selection and matches the scale to any bitmaps applied. It's pretty basic, not much more than a standard Relax. This Normalize UV Scale script actually takes the real UV scale compared to the polygon surface area of each UV…
Hey, Simple question but I'm unsure if its possible.... I've got a character that was retopo'd a while ago using zremesher and given UV's. I took it into Mari to paint/project skin details. I now want to back track and retopologize the character in Maya for better edge flow/lower the polycount etc. My question is, since…
Hi first of all forgive me if the answer is too obvious. I recently forced myself to practice with UVs to learn since i'm a rookie when it comes to inorganic UVs. So i'm modeling a carriage and I'm doing the UVs of the low poly version. Added a checker image I found on google and not Maya's headache one. I'm not sure if…
Hi Polycount, I'm super new to 3ds Max, and I've been having a lot of trouble with using the UV editor. All I need to do is texture several tubular shapes, but have all of these tubes share a common pixel density on their UVs so that I can tile them seamlessly once I use the meshes in UDK. This information isn't completely…
I was modeling this guy and am currently UVing him in Maya 7.0 I wanted to know if any of you guys could give me some tips on how to UV him. I have never modeled anything hard than a box, tree, and fire ring. I know there has to be some good tips to UVing this guy fast, and I also wanted to know if I have to UV each arm or…
Searched for 'UV Map Tips' and didn't see the question phrased in a way that I was looking for, so I figured I'd stick my head out and see if I could help with my understanding by raising the noob flag for the world to see. So my quandary goes something like this. So I have a character model I've been working on in Maya…
That uv projection exists in 3d max since v5 and one version it worked , next didn't then again sort of working but with tricks because half of uv vertexes fly away . I stopped to bother years ago and do it in Blender where it works just fine all the time. Nice to know it seems like working again now . Why wouldn't they…
I am pretty new to Z-brush and not sure if this is the correct way to do this , so I am going to explain what exactly I did: 1: I made a model in Google Sketchup and exported it to obj format. 2: Imported to Z-brush. Model: https://s17.postimg.org/hgjnr3okv/model.png Model with polyframe on:…
the easiest way is to delete any similar elements that will share the same UV unwrap. Unwrap everything making sure there is only one of each uv island, then after put an edit poly on top of the unwrap modifier and copy those elements across your mesh, building the rest of the mesh. after that is done, put an unwrap…