Thanks for the answer! I always looked over that little button and never ever used it. And while it's really helpful, it's not something that i could use in my particular case. I forgot to specify that i need that paint tool to work in the Viewport while Unwrap UV modifier is up.
DonEngland Have you figured out what those "knuckle guards" on hands would look in real life? I mean, if you found any good references? It looks kind of silly, or at least something to modify a bit (what I'll probably do). This is where I'm at for now;
Thanks lotet! Yeah its all box modeling but i use Turbosmooth Pro with edge crease instead of control edges. That way I can use the same model for both high poly and low poly with minimum tweaking. Also it makes it a lot easier to modify the mesh :-)
The original Playstation was abbreviated PSX for the first few years of its life, the code name for the unreleased SNES CD. Around the launch of the PS2 it was changed to PS1/PSone officially. Then a modified PS2 was released in Japan that could burn dvds, it was called the PSX. So Sony is no stranger to this sort of thing.
hi there.. try without "optimize" and also try to snapshot the mesh, convert to or from editable poly and back again. You could check if the edit normals modifier shows awkward normals and maybe it's possible to normalize them there or reset them. Try another material (is this a direct x material?)
thanks gazu glad you like it man i'm thinking to test the bmw i8 inside the unreal4 but i just need some time to modify some parts of the model so it can fit there i add some new shots for the i8 hope you like it guys
I have noticed that Blender recalculates normals every time you switch from edit mode to object mode. Another thing I noticed is that normal edits also get overwritten by object modifiers. How to manage normals ? Cant find a custom normals feature. ty
Haha, that's what happens when you rely on google images.. :/ I thought it was a modified version of the cockpit. Anyways, thanks for the feedback guys! Here's the finished asset for now. This was my first high poly model ever, so I'm looking forward to doing better stuff soon.
Try this. Apply an Unwrap UVW modifier. Pick Map Channel 2. Hit the Reset UVWs button. They added a stupid "feature" a while back that copies the current uv channel into the one you switch to instead of actually switching to it. Reset UVWs should make it show up correctly.
try a cylindrical mapping for the bigger tube and another one for the front one. Select the extruded parts and relax them. That should give you a nice pixel distortion free map. To map something cylindrical in the UVunwrap Modifier simply select the faces and then hit the Cylinder button on the right side.