Helge Mathee used to have one as well called Spherisize, but I can't seem to find it anymore. :( But seeing that this also works neatly on curved surfaces, I'll using this bad boy in the future.
Awesome. Glad you figured it out. In the future, you may want to ensure a bit more padding between each UV island to prevent pixel bleed over when it accounts for mipmaps.
I'll be happy once we don't have to worry about uv seams and how normal maps (or future maps) are handled, hopefully we can get a universal system with tessellation/displacement.
So awesome!! Thank you so much. Already watched the first couple of tuts, and i love it already :D Well done. Would love to see some more tuts in the future:)
Hi haftoof! Yes there are plans for some more stylized materials in the future! We don´t really have a tutorial on the subject right now but maybe that´s something we could do!
Hey, thx for answering. Morphix doesn't work for me, for some reason (2014 max). Yeah, that's what I figured. Still, I was curious if there's a way to do it, if I ever need it in the future.
@suwhan I've added a suffix to your topic title. It'll help you in the future to be specific there; it's how you draw people in. Some info here fwiw. http://wiki.polycount.com/wiki/Polygon_Count
You'd be better off just jumping to UE4 to be honest. That's the future and things are changing all the time! UE4 has a ton of great tutorials on YouTube, so you shouldn't be at a loss for learning material.
Character Artists: in the future I would say MARI or Substance designer/dDO will become essential. I also think knowing how to work with scan data will become more and more important.