There are a few techniques to solve this. 1. Make the terrain mesh so that each quad represents the size of the grass quadrant of your texture. UV each quad to fit into that quadrant. This can be done in 3ds Max using Face Mapping in the UVW Mapping modifier, then scaling down the UVs and moving them to that quadrant. This…
K-Man brings up a good point and got me thinking about an idea, you could have precise geometry cuts outlining the land masses and map them individually leaving the water (or larger detail-less areas) that can better hide hide stretching, to be relaxed and mapped differently than the land. You can also design your land…
Organization is key. You should be alright as long as you do the simple things, things that newbies tend to forget. Texturing is the time hog for me, personally. Making sure I have as many layers as I need to make quick and easy changes in photoshop to my textures is key. There are always little things you should do in all…
Well whats funny is that didn't copy paste any thing. But, what I might of done wrong was after I have my UVs lay out pretty. I cut and change two edges. Perhaps were the problems are. Checking my layout, the UVs are fine, after that edge cuts. Thats just an idea though. Cant remember what the AO method is called, but its…
Interesting idea, Eric. I just tried that, it still gets the exact same problem in the exact same place on my wheel. The tesselation actually also makes the initial projection cage more accurate, although it's still better to Reset and just Push it back into shape. The normal map it generated also has slight irregularities…
Before you spend too much time trying to find out what could be the problem and how to solve it (from my point of view there are some messed up UVs - most likely some vertices stretched over the UV layout, it could have happened along the way as you were sculpting) I would suggest trying something else than Zbrush for…
To be honest I found the site navigation to be pretty tedious. I wanted to quickly see your work, but it seemed sort of unorganized and all over the place. The motorcycle in my opinion is your best piece, although it has sort of weird mesh flow in places (like the tire seems have far too many polys). Most of the thumbnail…
chademond: First I made a quick 3d sketch in zbrush to get the concept from the paper to 3d. I've done that on top of a base human mesh that I had. Then I used the model in max as a reference to block the main planes of the surface in low poly. The rest is pretty regular sub-d workflow. For the cuts that I have on the main…
Nice stuff for sure. Hope to see you give it a nice ZB pass. My only crit is just in presentation. Give this a proper render with solid untextured material definitions and a good light setup to really help show off the modeling. Just my personal taste, but this screams of freshly imported zbrush matcap, especially with the…
My workflow for building levels/environments is blocking everything out using primatives (mainly cubes and planes). By building it using primatives, you don't need to worry about textures and whether or not things look good. Once you have the rough layout of the level, export/compile/etc and play through. By doing that,…