Thanks, Headus definitely helped identify my stretching issues. Turned out to require even more shells to fix, even after trying to place seams where grooves were. Still need practice I guess. https://www.dropbox.com/s/wbh9r8tjn6qwwu2/Rock_M_05_UVCorrectedHeadusIPT_LP.obj?dl=0
Non-linear bend deformer, I would subdivide it before bending it or there won't be enough geometry for it to hold it's shape. [ame="https://www.youtube.com/watch?v=zWHL4YV8U88"]<iframe width="420" height="315" src="https://www.youtube.com/embed/zWHL4YV8U88" frameborder="0" allowfullscreen></iframe>[/ame]
The thing is though, if you want to get the crisp smooth edges of panel loops, its easy to mask off parts of what you've made already and then create panels with an Elevation of somewhere between 0 and -100 so that you essentially replace the meshes you've made so far.
Well I think there are so many answers to this and depends on the studio/workflow as well. I have noticed more of a push towards multiple shared materials/textures, blending, masks, etc than 0-1 unwraps and unique textures. Of course there is always a balance for quality/texel desnsity.
if you're using maya, in the UV Editor, you can do a 'Polygons>Unitize' which should separate all your faces and scale the to the full 0-1 UV area. Then select all the UVs and do a 'Polygons>Move and Sew UV Edges' and it will map them all in a strip.
No script necessary, the UV Layout tool works pretty well. Copy your diffuse/UV set 0 into a new UV set, and run Layout. I love the new Unfold3d unfold algorithm, but you can always switch back to the legacy version in the Unfold tool settings.
So, Your script is fine. Its merely something to do with how the VertexPaint modifier works. I think maybe the best route to go about this is to get the values from channel 0 (RGB Vertex Color) and invert that way. That way it will work with editable mesh and editable poly.
There's a number of settings that could affect brush performance. A very very large brush tip (even when scaled down to say 20px) with spacing set to 0 is bound to slow down for example. Do you have anything sapping CPU cycles? A reboot might help too.
Hi all this is my first post. I'm an experienced Max user but need some help. I have a wall (with arches) modelled of stones of different shapes and sizes that started with one normal-mapped/spec/diffuse block that was FFD'd into various shapes. Obviously the transforms and deformations have caused distortion to the UVs…
I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…