though maybe not a super beginner's help but have a look at: http://renderhjs.net/textools It has many steps simplified in just 1 tool or button. All you need for basic unwrapping are:* the big open/Close uv Editor button (don't forget to select the object though) * Some of the beige buttons like split by smoothing groups…
Maya PLE is a bitch to export from. i had it installed on my laptop while on vacation(had 3D withdrawal symptoms) and everything i made on my laptop stayed on my laptop. some tips to help you out: 1. use the instant mirror technique. special duplicate the model with geometry type set to instance and X scale to -1. it…
Hey guys, Been extremely busy with another project. Here are some more images with a little more work done. tbaugher, I have two wireframe images attached GCMP, thanks for the feedback! once I finish this f35 I will be revisiting the rest of my work and will be sure to touch up the textures. Also, with this f35 I hope to…
cool character man... high poly shots are my favourite by far. Looking at the presentation pics tho, looks very muddy and mushing into one atm. Could be your 'render' setup or just that the diffuse map is lacking in nice contrasting elements to seperate the character out a bit. Gettin a little hard to read. Also, that…
hehe I bet it was the black wireframe that said "blender"- it always does to me :) you don't use layers in ZB as you describe- you want to export as different subtools and append them together- layers in ZB is for layering sculptural details and poses (like blendshapes), not differing pieces. Just export each piece you…
I'm no expert in rigging so take this lightly :D By the looks of things it's your geometry not the rigging that's causing the problem. I can't see the wireframe obviously but I'm assuming you've gone with the 'loops over the shoulder' topology rather than the 'bendy straw' method if you see what I mean. What's probably…
Even as low poly as they are you could have spent polies better. The left side of your first building for example, or how you have the windows connected in it. If it's going into a game the wireframe doesn't need to be pretty, it just needs to hold the shape. (especially if it's just a static mesh) I understand that you…
Good start. What is killin' it for me is the size of the characters head. Looks way too small. Also, the lighting. Try a different light set up. The map sizes seem a bit large for the detail that I can see. You could probably reduce them and still get the quality of these same screenshots. That being said, I like the…
Okay, so first test bakes did not come out well. For reference purposes, high and low, side by side: Low-poly with wireframes and test baked normal map applied to see where I'm going wrong: So after trawling through the be-all and end-all thread, I'm pretty sure that adding geometry along these highlighted edges will…
Im not following what your on about there MP. Mayby im just not used to this thread structure, it seems chronologically backwards to me.... The wireframe AK was a promo shot and I think it was just meant to look cool so its probably not a very good representation of the actual model. In terms of poly counts the way we are…