If you intend the suit details to be symmetrical you could probably overlap a lot more of the UVs. Orienting shells in 90 degree increments and also arranging things in an organized layout would help if you intend to paint in Photoshop or similar. I would probably straighten out a lot of the long thin strips.
That style of locomotion looks like it's going to need an extremely clear language of level design and layout to avoid frustrating moments to the player: "no, I expected to be able to slide UNDER that, not run through the sensor, I couldn't see it went all the way to the ground until it was too late". Ambitious though, I…
Thanks again everybody for your advice! Just wanted to pop in and say that the interview went great. The studio looks amazing, I love the layout and the few people that I met (apparently half were on vacation and the other half were sick) were super nice. Here's hoping they make me an offer :)
Batch Bake(Mental Ray) seems to work with 1 object with multiple materials. It will spit out as many textures as you have materials on the object. However they are corresponding to the UV layout. So it is just a matter of adding them together in a 2D-editor. Literally adding, as in Linear Dodge(add) if you're using…
What do you mean? Did I over-complicate the process of adding seams or are you interpreting the above picture as my final UVW layout? At the moment I'm rearranging the islands to make the map more legible, that picture was merely me just laying out the peeled islands, a block out if you will.
[ QUOTE ] First I stop uvmapping with 3dsdmax because its to time consuming [/ QUOTE ] well, if ur lazy obviously :P 3ds max has a very intuitive unwrapping method, u gotta know the model layout that u want to make even when ur modeling it , it works for me :P
1st thumbnail looks like Thanos ^^ definetely not Taric material ^^ 2nd looks too much like Braum's splash 3rd is dynamic and really cool. 4th is good and definetely Taric-esque, but I feel like the layout could be a little better. Maybe some planets or shooting stars in the foreground on the left ?
Since I've had a few people ask me, here is a link to the full resolution image of my entry... And here are my texture layouts... These arent totally up to date but they're close, and I'm too lazy to make new ones Any of the game res guys might enjoy the UV packing
if you are using maya go in your panel to renderer>highquality renderer to get a better view of things its hard to see right now, also in maya you will want to go in your panel>saved layouts>Persp/Uvtextureeditor and to create your uvs under the polygons menu >create uvs -Woog
Your model is very technically sound, but not very efficient use of your polygons. That aside, does your UV layout use any mirroring at all? I'm confident more detail could be achieved from one 256x256 texture. If this is 3d art, pretty good job. If it's game art, start over.