Thanks guys! About the bus, yeah, what you said makes perfect sense but the sides are different and this is an asset that might be reused in the future, so it's a good idea to keep uvs unique to apply custom paintjobs on it. About the layout, do you guys think it would be better using one like this, with the projects…
I don't think n-gons will hurt you during the UV layout and/or texturing process. However there is a possibility that you could end up with some bad triangulation when you export to a game engine. Also when baking normal maps you want to have your model triangulated the exact same way your in game model will be.
I have found this which is giving me a good understanding of the need for lightmaps. https://www.youtube.com/watch?v=joKnmShAdJE So its my understandiung that, if ever you have a uv shell that is flipped/inverted/outside of the initial UV space, you need a secondary UV layout for your lightmap? If not, it will just use the…
QFT. After making myself work out some epic floor layout from scratch, figuring the least amount of modular pieces required and trying to transfer it into 3D I sometimes just start bashing my head on the monitor after 2 hours and come back much later than if I just paused for a few seconds.
Can you post a screenshot of your 3d viewport and UV Editor showing the model with texture applied, and what the UV layout looks like? Maybe you don't have good seams in the model? As far as the texture not showing up in the editor, I'd watch the script editor when the scene first loads, an error with the file should be…
I'll repeat my reply from general discussion, so very dissapointed : Zbrushcore on the other hand looks completely worthless. No auto retopo, no uvmapping, very limited texturing. What's the point? Sculptris is a far better option and it's free. I've even heard of some preferring sculptris to zbrush for rough layouts of…
I went to George Brown, and ya its basically my first demo reel. I'm currently working on a personal game right now with a friend but i will fix these and remove that one. I was wondering, what do you think of the layout? should i keep it as is or switch some of them around for example 1 of the dialogue ones in the end
After a month of not working on this I've been able to get back into this scene. I wasn't really satisfied with how things were turning out so I spent the past few days reworking the the texture layout and creating new modular bits. As always im interested to hear any thoughts or critiques that any of you may have.
Finished the low res version together with the UV layout. The final polycount is just below 1.400 (1.399 to be exact :) ) I'm going to start texturing the high poly with a Ptex setup in Mudbox and afterwards bake everything down on the low poly. I hope to wrap things up by the end of Friday. Here are some screens, comments…
It's a seam on the barrel. I had planned for it actually- while I know you should hide seams, I thought the seam there would help sell the idea of a "horizon" in the reflection of the copper-like part, while making the UV layout more logical all the meanwhile. Is that the part you're talking about? I'll look into dirtying…