it appears that it looks like theres a lot of unused space in your uv layout. I would get away from auto pack and get used to doing it yourself to maximize your space and give priority to whatever needs it most. Plus, the scratches look like they are completely random too, try to paint them wherever they would appear on…
I figured since this was a simple object I could just create the cage file in xnormal. So I did. Same UV layout. It's still giving me the seam. It seems like the bevel only grew larger. And I've always had 4px edge padding. Maybe it needs more? :( This is with 16px edge padding. Bevel just keeps getting bigger.
Reworked UVs and rebaked everything again =) Its now 1024 with approximately same level of details, even tho I'm planning to scale it down to 512. Tricount is also lower, only 970 tris this time. Normals + AO new UV layout now I need to redo the diffuse, hopefully I'll manage to salvage thing or two from the old one.
Playdo: Viewport canvas would do it if you dont have access to a projection painter. tbh projection painting is nearly the best way to work these days. you have far less problems with layout distortion. jrs: that unwrap would be very distorted due to the rounded corners. infact looking at my suggestion i think it might…
Wait a second.. do magicians live in this mine? More specifically, does Anubis live in this mine? I'm just kidding but yes, more angles / wireframes and layout shots would help everyone greatly in giving you feedback. And give us some more info in your next post, like how you've gotten to this point and what's on your…
lolwut per Do you have the tool preset UI pulled out or do you use the drop down? I have it floating and sorted it with the preset manager and it stays that way each time I startup. No need for numbering. Have you tried saving your workspace layout? I don't know if that works. Just throwing out ideas.
I have seen this when I exported model from 3dsmax to zbrush. In 3ds max the UVs looked good. But After importing them in the Zbrush they suddenly "broke". Seams of the UV layout were all wrong. Work around was that before exporting from 3DS I had to apply on the mesh EditMesh modifier. That helped. It is pretty weird…
T-Vert can also mean "Texture Vertex" TV's and UV's are pretty much interchangeable terms. Texture Verts was used way back in the day to talk about the verts in a texture layout. Now most people call them UV's because they are the only verts that are manipulated in U & V space. Some of the old tools and methods in 3dsmax…
Here is my progress so far. I went back in to fix some of the models, unwrap, and layout each one correctly, I wanted to do this environment in marmoset because I never made an environment specifically for marmoset presentation. I will be posting the textures and high poly models that I'm able to finish today. And I will…
Hey guys, WOW, didn't expect this thread to get the quality replies since I last updated it. Btw, I did successfully rig and animate the bow (and string). I adjusted some of the skinning properties, but it worked very well otherwise. Thanks a lot for the tip (just saw this btw)! What about the verts layout in that model…