We are EXTREMELY happy to announce today our next 10-week-long epic event: the Escape: A Polycount Challenge. This challenge is completely unlike anything we've ever attempted before at Polycount and we cannot wait to see what the Polycount Community creates for their own depictions of an escape. Along with this incredible…
I have seen that a lot of people that create game assets inside Houdini when they reach the UV phase they simply connect an auto uv node that results in a distorted free uv map but with hundreds and hundreds of shells but they call it a day saying that it's all ok... For my workflow ( in Maya ) i usually unwrap manually or…
I typically model building exteriors and texture them with procedural materials. I recently needed to create furniture and I took the same approach applying the normal and specular maps associated with the substance to the asset. But they are poor quality and I'm getting a lot of sharp shadows and artifacts when I lightmap…
Here's a Mel I made to speed up initial UV creation. It automatically creates oriented UVs for the selected meshes and a UV layout for all the objects in the current selection on a single texture sheet. It cuts hard edges and uses the new Auto Seams command (Maya 2017 Update 4 or 2018) to create UV shells which it then…
Empire Strikes Back. My first introduction to a "you lose" ending. Fight Club. It was great seeing Brad Pit actually act for the first time in his career. Had a good few good messages too, even if its hard for some to figure it out. "Is that your blood?" "Some of it, yeah." Shawshank Redemption. "His first night in the…
hmm... The problem of the texture in the viewport doesn'e affect the final print... Then I can print this is not a problem. Finally the only way to create a multitexture model is to work separatly all the parts in a different file and ones you unfold everthing correctly, just import all in the same file. If you changed the…
Cylinder unwrap would work better and not be as messy. But you should be able to get some good results with pelt also. At the top you need to extend the cut down to the inner most rounded poly and detach the "end caps". Think of it as its trying to unwrap a tube but you didn't cut it all the way down. Remove the end caps…
I am not a character artist however I have worked on characters in the past. It is highly unlikely you will get zero distortion. You have to be creative in where to hide seams and be smart on how you texture. You can hide some via actual seams in clothing, cover with some type of geometry like a back pack etc. Your uv…
There simply isn't enough pixels in your texture to capture the microdetail. As Jfitch said, you need to tile the microdetail onto your texture through the shader if you can't have higher resolution textures. Unfortunately, it's difficult to provide a good example for a 'good' uv layout since uvs are so specific per model.…
My best advice is to move on. Don't bug a studio about the position, and don't worry about whether or not you passed. You need to be in a position where a Studio seeks you out and you'll find that when a Studio is interested in you, communication is quite quick and you'll find things unfolding relatively quickly. Apply…