hi, i have a problem with combine to objects. one uv layout is not more there. but i have it now. -look in the "UV set Editor" normaly there is an "map1" set, and + other names of sets. but some of my objects have no map1-set, but other names. i coppy all objects to an new set, named like you want. delate alle other sets.…
Also, you can uncheck Normalize Map in the unwrap before projection, so each projection is in real word size, and not trying to fit the 0-1 square. This way, all your projection are homogeneous. You can then layout roughly the uvs in a square and scale to 0-1 square when you are done. Same stuff as check "real-world map…
I somehow like hte layout, but one point on it: it doesn't fit fully into my browserwindow in height (1050, Widescreen not that uncommon I guess), but got massive free space to the left and right side. May I suggest that you Arrange it that there is no scrolling needed at all? Another point. I don't know what whats_true…
Some accuracy issues. Nobody ever seems to realize that almost all 1800s revolver frames taper towards the front (wider at the rear, narrower at the front). There should also be some subtle curvature across the width of it all at the back (where the hammer is). The grip should also taper such that it's wider at the bottom…
Not really sure if this is the best way to get a subdivided mesh out of ZBrush, but I'm getting decent results by using: 1. Sculpt in Sculptris 2. GoZ to ZBrush 3. SubTool > ReMesh All with 1024 res 4. ProjectAll 5. Subdivide 6. ProjectAll again. 7. Export OBJ to Mudbox. 8. Mudbox > Import 9. Mesh > Reconstruct Subdivision…
hey man you have some very nice work in your folio as it is right now. i like the sites layout, its very easy to navigate for me. for crits, i think you should either repose and re render the psylocke model you have or take it out. For me its taking away from the quality of the rest of your work. Really really like the…
Character sets and Trax wont help. With HumanIK you can pretty good transfer animations between diferent biped skeletons. As it comes to custom rigs, what I do is to create a skeleton that matches all the controls of your rig (duplicate the rigged one), constrain your controls to this skeleton, and then transfer your…
You can bake textures on a new uv channel of the same object in the RTT, you don't need 2 objects and a cage (except for transferring normal maps). So take your object, create a new uv layout on channel 2 for instance (or copy paste an unwrap modifier from the copy object, since you have 2 objects ?) Open RTT Under mapping…
It's detrimental; the average person can't see past placeholder art. Artists and other developers who work in the thick of things can see past ugly unfinished art to figure out the intent but even higher ups have difficulty with grey box levels. We tried to implement grey box play tests at one studio but the bosses just…
Well in order to animate or actually use this somewhere,besides 3d printing maybe, you need to make a second model, in your case about 100 thousand triangles would be okay, and bake all the high poly information into what is called a normal map. The process is: retopologize the model you have (you need to learn about…