what acc said, its at 25% of the original texture size. workflow? well we just look at pictures from 3d.sk and search around on google... its really all about observation and applying what you see. I know some of my collegues are trying to find all sorts of way to do wrinkles, but I personnaly go with the raw approach…
<font class="small">Code:</font><hr /><pre>polySplitRing -ch on -splitType 1 -weight 0.5 -smoothingAngle 0 ;</pre><hr /> Adds an edgeloop/connects selected edges at their midpoint. Does that work for you Fuse? Edit: It also has the strange side-effect that if you're maintaining proper quad topology and you select a single…
I'm leaving for 2 weeks to go get my glider pilot licence! Its pretty cheap (1600, considering commerical licence is like 10 000 dollars) It is closer to sailing in the air then anything. Its a step towards getting a full pilot's licence next summer. Wish me luck mates. Also, once I get enough money to get a share holding…
Any tips on how to make this seamless? It's for a game ready asset and it's been quite the bugger to get right. I've come close using the Ninja Dojo UV tools for Maya, but then I sacrifice having the nice vertical columns shown on the chair and instead get a nasty pattern warp. Would this be where multiple UV sets comes…
Hi, all, I'm currently baking my normals in Xnormal and 3ds max, but i'm getting this small distortions/strechting on some area's of my normal map. I was wondering were this is coming from? Is this cage problem? I have no strecting going on with my uv's. Also my cage looks fine. I am using mirrored uv's. There'arent any…
The central hall for SeeD HQ! Reference images of this environment is near impossible to find! Since the game had a static camera, I was left to imagine what areas might look like. Also added some details not present in the original game, just to help make the walls pop a little more. The environment is still in very early…
Hi guys! I'm facing a problem with normal maps with my gun piece. This is a mirrored part and sharing one uv island. On the mirrored side a strange shading issue appears (i'm attached a screenshot). Checked the case of double vertices and found nothing. For the mirrored side i setting up different smoothing groups, and…
I am having this issue in Blender uv image editor. Is there a way to display uvs in the editor as I select edges and vertices without using the ''keep uv and edit mode selection in sync''. The problem with this mode is that if I want to move a vertex or an edge, the other edge/vertex moves with it. So How can I display…
Hi there. I have a shape with multiple splines and I want to extrude them horizontally or Loft them using another spline to make hairs. when I want to extrude splines, they will always extrude upside(vertically) and when I want to loft them, the get shape button is off. I guess thats because of being multiple splines into…
Hi, trying to learn normal maps with mirrored uv's. In polycountwiki it said that I should move mirrored uv's 1 unit side so they don't overlap? What's the reason for that? In my test bakes I didn't notice anything different and well I had to move them with mouse and use mk1 eyeball because when I entered 1 on U coordinate…