@Lazlow, his beard is beautiful :) BTW, guys, how old do you think this dude is ? I'm seeing sculpts of him ranging from between 30 yrs old to like late 60yrs old here. :P Alright, managed to bring total points down to 15mil. So... 30m tris ? Had to delete some highest subdiv. (hopefully no one will look so close to see…
Ken Benson: That video is going to every thread about lightmaps :P For me, it was a bit more complicated than that because firstly: I was not just using a plane, and secondly because I have no idea how you are supposed to know you are exactly on a pixel with perfect accuracy. Tristamus: It's not necessary to break every…
- you can harden edges by using Soften/Harden Edge in the edges marking menu - but if you use support loops like this, you might as well soften all edges - you'll get nice soft highlights on them instead - when doing textures, you need to leave padding/bleed around your UV borders, so you need to extend the wood texture by…
Hey Joe, sorry for bringing this thread back up, but I just recently come up with this issue as well, as my first time playing with TB3 baker on the new 3.05 beta. So the position map does looks different like mentioned above and it does makes a difference in Painter as below; It seems that position map from TB cause the…
Yes, edge padding is necessary for all meshes, as long as they have unused space between the UV shells. And you can never have too many pixels of padding. Completely fill the unused parts, right out to the edge. No, minimum filter is not a good choice. It darkens the color. The last recommendation is just plain silly.…
@Mateus That gif make its look so much better. This is why I shouldn't pixel push into 3AM in the morning... things get bad lol I will apply those fixes! Thanks man :) The front view definitely has some issues especially with the eyes. I think part of the problem is that "front view" image reference I've been using (the…
more updates.. rigged.. playing w/ cool poses.. there are issues w/ the rig, but I'm doing my best on that... @ Joshua-- hey man.. I hear ya on the glowiness. the texture bleeds out a bit and the texture get's a little muddy... It has a bit to do w/ the shader I'm using.. I will probably end up going back to my original…
@David-J - There's lots of source material. I had some official character sheets from Capcom that point out specific pantone/RGB color palettes. I've used those, but also a mix of the earliest concept art, pixel portraits, and images of the 3D models from part 4 and 5. For the poses Angry Joe has ideas based on moves from…
Yeah, its a pretty good method and most of the time it works out pretty well, sometimes I end up relaxing it after the quick peel, flipping between "relax by face" and "relax by edge". Also, you can use the 'straighten selection' to quickly square everything off It introduces some stretching but makes it easier to pack. It…
Some of the biggest proponents for the use of modular kits on a large scale use dynamic lighting in their games (eg Bethesda) anyway, so there's no consideration of lightmap space being wasted. AS Axi5 said you can scale down those faces to 1 pixel so they don't take any UV space. In my experience it's better to keep those…